Models by Jorzi (AR)

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

Post by Jorzi »

I think I should emphasize that warzone 2100 was always supposed to be a game and not a reality simulator.
Therefore these discussions about connection to reality, while interesting, are not really viable as arguments for changes from the original style.
To put it shortly, we plan to remake the graphics, not the game. Art revolution may be a separate mod right now, but our goal is to have it (possibly) merged into trunk, replacing the original game, when ready.
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Rman Virgil
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Re: Models by Jorzi (AR)

Post by Rman Virgil »

Jorzi wrote:I think I should emphasize that warzone 2100 was always supposed to be a game and not a reality simulator.
There is no doubt about that.
Jorzi wrote:Therefore these discussions about connection to reality, while interesting, are not really viable as arguments for changes from the original style.
But then what would happen to all the "discussions" regurgitating Wikipedia articles like dueling banjos ? :lol2:

On a serious note.

WZ was presented as a Sci Fi scenario and that form of storytelling has inherent connections to "reality" otherwise it would be unrelateable babel rather than an inviting, immersive & artful virtual construct.

That said, it becomes a question of "degree" not of "kind" as in HOW much do you want those connections to "reality" to shape game play ?

In the case of WZ it is more about the creation of an entertaining, fun, illusion of a possible future reality than any sort of simulation of "reality" as it may be understood at present which would be more the subject of an essay or treatise than a work of "as if" fictional gaming (the category of "Serious" games is another story).

If there was / is a broad guideline to WZ's "reality" connection it's not to egregiously violate classic Newtonian physics and turn the fictional construct from a clear Sci Fi form to a magic-driven Fantasy.
Jorzi wrote:To put it shortly, we plan to remake the graphics, not the game. Art revolution may be a separate mod right now, but our goal is to have it (possibly) merged into trunk, replacing the original game, when ready.
Well some of the changes to game-play proposed, and even made possible already in the source to one degree or another, are inseparable from creating new graphics that did NOT at all exist in the original game and MUST reflect changed game play. Four examples that come quickly to mind are Multi-Turret Units, HQs with weapon Slots, all things Naval & Drive-Battle Mode.

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milo christiansen
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Re: Models by Jorzi (AR)

Post by milo christiansen »

Drive mode was in the original game, or the playstation version at least.
In general, if you see glowing, pulsating things in the game, you should click on them.
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Rman Virgil
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Re: Models by Jorzi (AR)

Post by Rman Virgil »

milo christiansen wrote:Drive mode was in the original game, or the playstation version at least.
Just the PS1.

It's been partially developed for the PC version by members of this team. I believe it was Buggy who worked on it awhile back. Much more needs to be done before it's ready for "Prime Time" on the PC. I'm not a dev or coder but I believe BetaWidget /LUA will come into play in its further mature dev. Within that Mode, by it's associated PoV, better, more detailed, GFX will be a big plus in enhancing the total visual immersion gaming experience.
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Jorzi
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Re: Models by Jorzi (AR)

Post by Jorzi »

I haven't seen the new features of trunk, but like I said our main goal right now is remaking the stuff in the campaign, which means no new features, just original models.
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Tenoh
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Re: Models by Jorzi (AR)

Post by Tenoh »

God,love how new models look ^_^ respect for the makers! now this will game a serious boost!
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Rman Virgil
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Re: Models by Jorzi (AR)

Post by Rman Virgil »

Jorzi wrote:I haven't seen the new features of trunk, but like I said our main goal right now is remaking the stuff in the campaign, which means no new features, just original models.
Yes, I've been familiar with ARs goals since Olrox first articulated them quite some time ago. :)
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Jorzi
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Re: Models by Jorzi (AR)

Post by Jorzi »

Finally got into having a go at the command turret, using corporal punishment's first concept
If you have ideas for details or anything please post. It's currently at 62 tris so there's room for more detail.
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Re: Models by Jorzi (AR)

Post by Bolo42 »

Looking Good!
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Roux Le Corps
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Re: Models by Jorzi (AR)

Post by Roux Le Corps »

nice ^_^
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MaNGusT
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Re: Models by Jorzi (AR)

Post by MaNGusT »

Jorzi wrote:Finally got into having a go at the command turret, using corporal punishment's first concept
If you have ideas for details or anything please post. It's currently at 62 tris so there's room for more detail.
hmm. Do not sure about the cylinder at the top of the model.
I suggest to:
1) add the "red eye"
2) remake the "horns", they are too thin
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Jorzi
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Re: Models by Jorzi (AR)

Post by Jorzi »

some progress...
Abut the "horns" I'm not sure what they were intended as, but as antennas, they wouldn't really need to be as thick as they originally were...
The cylinder thingy is easy to remove, but I'll keep it for now.

EDIT: In case you were wondering, I'm using this design for reference download/file.php?id=6678&mode=view
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Square
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Re: Models by Jorzi (AR)

Post by Square »

wow, wow wow wow!
It's amazing to see how you're refining the lowpoly model!
Absolutely gorgeous details!
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Zarel
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Re: Models by Jorzi (AR)

Post by Zarel »

For the bump map, I think you should add the other LEDs as well.

Also, I'm pretty sure that isn't the latest texture. There's a higher-quality texture for the Command Turret here:

http://developer.wz2100.net/browser/tru ... eapons.png

(I should know, I made the new one. :P )

Edit: There's an even newer one here: http://imagebin.ca/img/58q0v9AR.png
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MaNGusT
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Re: Models by Jorzi (AR)

Post by MaNGusT »

Zarel wrote:For the bump map, I think you should add the other LEDs as well.
Agreed! :)
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