Introducing "New Worlds Mod" TC

Discuss the future of Warzone 2100 with us.
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Berg
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Re: Introducing "New Worlds Mod" TC

Post by Berg »

Made a tentative first vid of remotehorst blderick.pie in game the ani files is to bee tweaked a lot but this is example
http://sourceforge.net/projects/wzgraph ... i/download
Remotehorst
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Re: Introducing "New Worlds Mod" TC

Post by Remotehorst »

Thank you Berg!

Next things that will be added to the Derrick is:

New baseplate
Some kind of Engine- and stomping-sound.

It takes a bit, since i actually work on the Research facility and its upgrade Module.
I need to work on different files at the same time because that keeps the creative juice flowing. :)
It also allows others to see work in progress and share their ideas. :idea:
My Blender Tutorials for Beginners (german): http://www.youtube.com/user/voxelgeek
Remotehorst
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Re: Introducing "New Worlds Mod" TC

Post by Remotehorst »

Finished the Research facility:
blresch0.png
blresch4.png

The Baseplate will be changed, because it doesnt fit like i want it to fit.
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macuser
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Re: Introducing "New Worlds Mod" TC

Post by macuser »

NICE i like 'em ;)
ArtRev Website

ImageImage

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Remotehorst
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Re: Introducing "New Worlds Mod" TC

Post by Remotehorst »

Thank you macuser!
This motivates me to do more and better stuff. :geek:
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Jorzi
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Re: Introducing "New Worlds Mod" TC

Post by Jorzi »

I am impressed :)
Really like it
ImageImage
-insert deep philosophical statement here-
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Re: Introducing "New Worlds Mod" TC

Post by Remotehorst »

Thank you Jorzi!
I like your models too. Nice Normalmapping, good shapes and good relations. :)

Actually im writing a tutorial that describes how to make the materials and shapes i used for structures like this.
Macuser suggested that we should make a few tutorials so i started with it.
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Remotehorst
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Re: Introducing "New Worlds Mod" TC

Post by Remotehorst »

This is the new HQ. Few things need to be changed (better TC Mask and baseplate).
blhq.png
screenshot02.png

Greetings

Remotehorst
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macuser
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Re: Introducing "New Worlds Mod" TC

Post by macuser »

Hmm in relation to the other buildings, i think the wells should be shorter
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effigy
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Re: Introducing "New Worlds Mod" TC

Post by effigy »

Call me crazy, but having seen these 4 structures next to each other together I think the oil derricks would make an interesting research lab.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: Introducing "New Worlds Mod" TC

Post by Remotehorst »

Thank you for your comments.

I was looking at the picture a while and decided to leave the wells in this size.
One of the reasons is that the well is very important for gameplay and its also a symbol of power.
My Blender Tutorials for Beginners (german): http://www.youtube.com/user/voxelgeek