Models by Jorzi (AR)

Improving the artwork in Warzone2100 - not for mod discussions
KukY
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Re: Models by Jorzi (AR)

Post by KukY »

MetalWarrior95 wrote:Jorzo, I got one proposal...
Looool, "Jorzo". :lol2: A mogo si mu i reč Joža XD
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MaNGusT
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Re: Models by Jorzi (AR)

Post by MaNGusT »

Jorzi wrote:Thanks :)

Mangust I'm not sure about how you think it should be. Maybe you could do a paintover or something? I don't really know how i'd do it so it looks good.
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MaNGusT
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Re: Models by Jorzi (AR)

Post by MaNGusT »

MetalWarrior95 wrote:Jorzo, I got one proposal...
Can you test it ingame,with textures!
Because its should be in your procedure so that you can probavly discover some bugs if there will be bugs.
Also test it in way that you produce so many of this units with your model of twin machine guns!
When it starts to lag,then just write the reply with your pc configuration(What OS,RAM,VRAM,GHZ,how many cores,etc...)
I writed this so fast that is incredible...Full of ideas!
Test it and then report the results!
1) we don't have textures yet.
2) why should we test it?

I can say you that the game slows down even with the old version of AR mod - 100+ units(with a new models) on a map and shadows -off.
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Re: Models by Jorzi (AR)

Post by MetalWarrior95 »

Ok...
Il crush you!If i get crushed,il crush you twice stronger!!If you crush me again,then il blow up your PC!!
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Re: Models by Jorzi (AR)

Post by Jorzi »

Metalwarrior: as mangust says, we are aware of approximately how much a higher polycount will slow down the game, besides, I don't have any experience of exporting models into the game and using them there.
Mangust: Yes, but I was thinking mainly about how it should look on the new model, since it's a different design, only the proportions are the same.
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Corporal Punishment
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Re: Models by Jorzi (AR)

Post by Corporal Punishment »

As the concept behind the Twin MG Jorzi made stems from me, I believe I should add my two cents to this. Adding a "bridge" to connect the weapon pods isn't leading anywhere. First off, it would be an outright weak point in a real life turret, actually rendering one pod useless should the other be jammed on it's rotational shaft. Second, what forms the "bridge" in the original model seems to indicate a double weapon bearing like this Panzerkampfwagen 1 had:
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Only it is made too protruding in the WZ model. And, honestly, the original Twin MG model looks particularly ugly.
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Roux Le Corps
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Re: Models by Jorzi (AR)

Post by Roux Le Corps »

im still a fan of them though ^_^
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Colditz
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Re: Models by Jorzi (AR)

Post by Colditz »

I like all designs, but remember one thing: No front sights on the barrel!

They are not necessary on any kind of turret weapon.
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Re: Models by Jorzi (AR)

Post by Jorzi »

They have front sights because they are normal infantry machineguns mounted on turrets and therefore the front sights are not removed. Many people also think it looks cool :P
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Re: Models by Jorzi (AR)

Post by MaNGusT »

Jorzi wrote:Many people also think it looks cool :P
Not me. Now I agreed with Colditz. :P
Units are droids, they don't need front sights to aim.
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Corporal Punishment
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Re: Models by Jorzi (AR)

Post by Corporal Punishment »

The MG and Twin MG turrets are stated in-game to feature 7.62 mm machine guns. I don't know of a single weapon of that caliber ever made specifically as a turret weapon. Wherever one is set in a turret, it's a converted infantry weapon. To be more exact, it's an infantry weapon set into a remote-controlled cradle which can be removed from the turret and operated by a soldier right away should the crew have to abandon the vehicle. That said, it's logical the weapons on the MG- and Twin-MG-turrets show the pins of diopter sights.
One more thing: The term "droid" is never used in-game but only as a technical reference to a unit when aspects of software functionality are discussed. This, plus the design of the vehicle bodies featuring "windshields", leads me to believe that Pumpkin had not intended vehicles in WZ to be unmanned. This theory is emphasized further by the existence of a technology update called "cannon autoloader." It explicitly states that cannons are loaded manually, by a crewman that is, prior to researching cannon autoloader. So, there would be a soldier in the MG-turret that could, theoretically, use the weapons diopter sight.
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Re: Models by Jorzi (AR)

Post by KukY »

Corporal Punishment wrote:The MG and Twin MG turrets are stated in-game to feature 7.62 mm machine guns. I don't know of a single weapon of that caliber ever made specifically as a turret weapon. Wherever one is set in a turret, it's a converted infantry weapon. To be more exact, it's an infantry weapon set into a remote-controlled cradle which can be removed from the turret and operated by a soldier right away should the crew have to abandon the vehicle. That said, it's logical the weapons on the MG- and Twin-MG-turrets show the pins of diopter sights.
One more thing: The term "droid" is never used in-game but only as a technical reference to a unit when aspects of software functionality are discussed. This, plus the design of the vehicle bodies featuring "windshields", leads me to believe that Pumpkin had not intended vehicles in WZ to be unmanned. This theory is emphasized further by the existence of a technology update called "cannon autoloader." It explicitly states that cannons are loaded manually, by a crewman that is, prior to researching cannon autoloader. So, there would be a soldier in the MG-turret that could, theoretically, use the weapons diopter sight.
Go! That is the post I was waiting for! To confirm: http://guide.wz2100.net/r/cannonautoloader
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Re: Models by Jorzi (AR)

Post by Rman Virgil »

Corporal Punishment wrote:The MG and Twin MG turrets are stated in-game to feature 7.62 mm machine guns. I don't know of a single weapon of that caliber ever made specifically as a turret weapon. Wherever one is set in a turret, it's a converted infantry weapon. To be more exact, it's an infantry weapon set into a remote-controlled cradle which can be removed from the turret and operated by a soldier right away should the crew have to abandon the vehicle. That said, it's logical the weapons on the MG- and Twin-MG-turrets show the pins of diopter sights.
One more thing: The term "droid" is never used in-game but only as a technical reference to a unit when aspects of software functionality are discussed. This, plus the design of the vehicle bodies featuring "windshields", leads me to believe that Pumpkin had not intended vehicles in WZ to be unmanned. This theory is emphasized further by the existence of a technology update called "cannon autoloader." It explicitly states that cannons are loaded manually, by a crewman that is, prior to researching cannon autoloader. So, there would be a soldier in the MG-turret that could, theoretically, use the weapons diopter sight.

Like KuKy, I say yea to your reasoning from evidence. :)

There's even more evidence that Pumpkin went in the direction of NOT having the war machine purely robotic.

While there is no need I think to be exhaustive, let me clarify that last a wee bit. If you look at Pumpkin's Nick Cook's early 1997 concept art for units you can see the clear design intent to convey robotic units including VTOLs.... However, between '97 and '99 that robotic design intent underwent a change in the direction of having humans man those units and it was a very wise design decision for many reasons I'm not gonna wax at length on in this post because I've already done it in years past many times - just use the forum search function.

- RV :ninja:
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Re: Models by Jorzi (AR)

Post by Zarel »

Artistically, I have no comment, but for usability reasons, if machineguns had sights and other turrets did not, that would make them more easily recognizable, and so to that extent I think it would be better if the game did have them.

However, as a dev, I leave the decision to the discretion of the artist.
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Re: Models by Jorzi (AR)

Post by Jorzi »

Good discussion going on here :)
I think that the vehicles in the game are supposed to be as automated as the current technology allows, with several computer breakthroughs that allow especially cheaper units and stuff to be completely computer-controlled. The collective seems to be the first entirely robotic faction in the game IMO.
This also means that the earlier weapons will propably be based on manually operated re-used pre-collapse hardware which is gradually computerized and upgraded, while later weapons will be designed and manufactured entirely by the project with integrated electronics...
Since I'm in the countryside during the summer, updates will unfortunately be less frequent (you shouldn't spend the entire summer behind the computer anyway :P ) but I'm working on the hmg right now, and I'll propably do some final touches to the twin mg before baking it.
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