Models by MaNGusT (AR)

Improving the artwork in Warzone2100 - not for mod discussions
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Zarel
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Re: models by MaNGusT

Post by Zarel »

Olrox wrote:How about this geometry? 60 triangles, symmetrical, will fit each other perfectly when alligned - looking continuous as walls are IRL:
Wallwr.PNG
I do like this model better than the other one...

However, I think a completely continuous wall would look better for Warzone...
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MaNGusT
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Re: models by MaNGusT

Post by MaNGusT »

Mysteryem wrote:That's sort of how features, scavs and baseplates are done at the moment.
Excuse me, it was the stupid question. :rolleyes:
Well, this means that all we need now are new textures for the baseplates(This is what Colditz is going to do) and normal mapping support. :D

Another problem.
In the baseplate model for the power generator(for example) I see the data only for one(Arizona) texture

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TEXTURE 0 page-8-player-buildings-bases.png 
How does it decide what texture the model will use for rockies/urban map? Is it hardcoded for the baseplates, barbarians and features models only? or does it use suffix in a texture's filename to choose?
For example, I want that my wall model will change texture depending on the map type. How can I do it?

Suggestion:
Pie's files have this data.

Code: Select all

TEXTURE 0 ...
may be would be better to add 2 more lines for the each map type?

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TEXTURE 0
TEXTURE 1
TEXTURE 2
or
would be better to make a standard suffixes for a texture's filename. don't know...
Last edited by MaNGusT on 14 Feb 2010, 03:30, edited 1 time in total.
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Olrox
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Re: models by MaNGusT

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Zarel wrote:
Olrox wrote:How about this geometry? 60 triangles, symmetrical, will fit each other perfectly when alligned - looking continuous as walls are IRL:
Wallwr.PNG
I do like this model better than the other one...

However, I think a completely continuous wall would look better for Warzone...
Yeah, it would mantain their style right now. Maybe adding the "gable" (I think that's the technical expression in english for that "Top part" of some walls, which is currently de team-colored part of the standard model) simply as a bump-map feature could accomplish a decent visual enhancement. Probably hardpoints can be slightly improved in their topmost part - might need to play around with concept models - but walls don't have too much of an interesting shape IRL anyway.
I personally prefer to let the walls with the least faces as possible and use those "unused" faces to enhance other base structures further :rolleyes:
MaNGusT wrote: Well, this means that all we need now are new textures for the baseplates(This is what Colditz is going to do) and normal mapping support. :D
Maybe specular mapping support also. But specular maps can easily be done from the diffuse map (right?), and also usually comes along with better lighting. Can someone from the staff tell me if specular map support is something we can count on? We'd like to know before making many specular maps - bump maps are going to be made anyway.
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Re: models by MaNGusT

Post by i-NoD »

MaNGusT wrote:How does it decide what texture the model will use for rockies/urban map? Is it hardcoded for the baseplates, barbarians and features models only? or does it use suffix in a texture's filename to choose?
For example, I want that my wall model will change texture depending on the map type. How can I do it?
IIRC, all you need is to specify texture page in pie file, you even can omit the full texture name (it will not be used anyway). Lets say you have "page-8-player-buildings-bases.png" texture, so you could write
TEXTURE 0 page-8.png 0 0
And here goes the dynamic-loading trick: tileset-specific texture-name is specified in current vidmemX.wrf file.
For urban tileset in vidmem2.wrf:
file TEXPAGE "page-8-player-buildings-bases-urban.png"
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MaNGusT
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Re: models by MaNGusT

Post by MaNGusT »

i-NoD wrote:And here goes the dynamic-loading trick: tileset-specific texture-name is specified in current vidmemX.wrf file. For urban tileset in vidmem2.wrf: file TEXPAGE "page-8-player-buildings-bases-urban.png"
nice! thanks! It's really the awesome function. :ninja:
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Re: models by MaNGusT

Post by Per »

Please always use the name of a real texture, though. Otherwise some tools will complain or get confused.
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Re: models by MaNGusT

Post by MaNGusT »

Also blender import plugin shows an error when I import a model with (0 0) texture resolution. for example:

Code: Select all

TEXTURE 0 page-8.png 0 0
will give me the error - "divide by zero".
Last edited by MaNGusT on 14 Feb 2010, 19:20, edited 1 time in total.
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Per
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Re: models by MaNGusT

Post by Per »

stiv is working on a new version of the blender plugin. For now, you need to either manually change those numbers, or use the same models from 2.3 as your starting point.
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Re: models by MaNGusT

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MaNGusT wrote:Model uploaded by yahodahan and fixed by me. Now It has 262 faces without visual degradation(original model has 344).
wz2100_shot_005.png
I like the design, but I think it's to far away from the original character of the wall. You don't have to play much with geometry, just a little work on the texture, may some more depth in geometry, a little bit ambient occlusion and that's it. Don't forget we have three different wall layouts and need a individual character for all of them. Color should remain the same, of course.
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Re: models by MaNGusT

Post by MaNGusT »

Colditz wrote:I like the design, but I think it's to far away from the original character of the wall.
Yeah, I know but walls in video sequence c001end.ogg look different from in-game walls.
c001end.png
What of them should we choose as original?
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Re: models by MaNGusT

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I know this design, it's also display in the original WZ2100 comic issue #1.

I think we should stick to the design given by the game, not any further drawings which are too far away.
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Re: models by MaNGusT

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The Warzone comic is one of the few official Pumpkin depictions of Warzone that has pretty bad artistic sense by modern standards. I can't say I like the walls in the Collective sequence, either.

Do whatever you want, but for the purpose of getting accepted into the game, I would prefer something that had no saturated colors other than the teamcolor.
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Re: models by MaNGusT

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MaNGusT wrote:Yeah, I know but walls in video sequence c001end.ogg look different from in-game walls.
c001end.png
What of them should we choose as original?
The in-game one! This design is very ugly IMO, and don't make sense, in relation to real pre-cast concrete structures.
As I said before, I think Mysteryem's design to be very good, and support the idea that only a good bump map, with a new, refined diffuse map, should be really enough. And wouldn't mean raising the number of faces.
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The Book of Eli

Post by MaNGusT »

I would recommend "The Book of Eli" film to everyone who is looking for inspiration in creating models and textures for Warzone 2100. ;)
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Re: models by MaNGusT

Post by bugmenot »

hey MaNGusT you guys should think about opening a web page for AR. if you want i could design it for you?

- regards macuser

P.S. I really like the models - keep it up.