Rethinking WZ GFX
- Rman Virgil
- Professional
- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: Rethinking WZ GFX
--------->
* Seeing is believing & artistry makes believers of us all.
* Then prophecy follows, for once you believe, there's no turning back.
* Anything that falls short of this new incarnation, stumbles by the wayside.
- RV
* Seeing is believing & artistry makes believers of us all.
* Then prophecy follows, for once you believe, there's no turning back.
* Anything that falls short of this new incarnation, stumbles by the wayside.
- RV
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
- Rman Virgil
- Professional
- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: Rethinking WZ GFX
* Hehe... I meant in comparison to the Pumpkin GFX. (Play with your GFX & going back to the originals - nah !)GrimMoroe wrote: Oh my, now I have set a standard that I can not possibly continue to live up to.
Maybe I could just mark this one up as luck?
* Carpe diem creates it's own luck, I believe. (Or as in my experience you have to be willing to do what may be so-so (if not crap) 90% of the time to get to that 10% pure gold. I think it was Thomas Alva Edison who said genius is 90% perspiration & 10% inspiration. Then there's Sturgeon's Law: 90% of ANYTHING IS crap.)
- RV
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Re: Rethinking WZ GFX
aha, so you did try out the negative y-coord hack structure thing =)
i think it's a good model, but that the exhaust shafts (smoke stacks, or whatever you want to call them) would benefit from having the interior of the shaft partially rendered -- as in using inner polys instead of just a black cap.
also, how are you going to change the texturing of player buildings, or the texturing of destroyable non-player buildings (probably considered features by the engine) to distinguish them, if at all?
i think it's a good model, but that the exhaust shafts (smoke stacks, or whatever you want to call them) would benefit from having the interior of the shaft partially rendered -- as in using inner polys instead of just a black cap.
also, how are you going to change the texturing of player buildings, or the texturing of destroyable non-player buildings (probably considered features by the engine) to distinguish them, if at all?
Re: Rethinking WZ GFX
Looks even better in the pics.
I wonder if the crane will be animated ?
Would be cool if it is =) *dreaming*
I wonder if the crane will be animated ?
Would be cool if it is =) *dreaming*
Credits to Kacen for making the image.
Re: Rethinking WZ GFX
my only complaint is that the buildings aren't shadowed.
Do you have plans on adding shadows to them? How long until that is done? A week?
The best thing to do when your philosophies don't stand up to debate is to lock the thread and claim victory.
- Terminator
- Regular
- Posts: 1077
- Joined: 05 Aug 2006, 13:46
- Location: Ukraine
- Contact:
Re: Rethinking WZ GFX
Grim I just got an idia, replace an oilderek tower with something "unmoveable" =) & cut this f..cking oil sound that always break wz. ;D
Death is the only way out... sh*t Happens !
Russian-speaking Social network Group http://vk.com/warzone2100
Russian-speaking Social network Group http://vk.com/warzone2100
Re: Rethinking WZ GFX
I agree with terminator on the oil derrick.
I was just thinking the oil derrick shouldn't be left out =)
An unmoveable derrick is nice but then it needs at least some effect like smoke or lights.
I don't think the derrick sound should be cutted out, but replaced by something less annoying.
I was just thinking the oil derrick shouldn't be left out =)
An unmoveable derrick is nice but then it needs at least some effect like smoke or lights.
I don't think the derrick sound should be cutted out, but replaced by something less annoying.
Credits to Kacen for making the image.
Re: Rethinking WZ GFX
A derrick that doesn't move is not an oil derrick.
The best thing to do when your philosophies don't stand up to debate is to lock the thread and claim victory.
- Terminator
- Regular
- Posts: 1077
- Joined: 05 Aug 2006, 13:46
- Location: Ukraine
- Contact:
Re: Rethinking WZ GFX
well warzone - is a sci-fy game so tech level I think must be higher that todays( if to speack about oil derecks)Chojun wrote: A derrick that doesn't move is not an oil derrick.
Death is the only way out... sh*t Happens !
Russian-speaking Social network Group http://vk.com/warzone2100
Russian-speaking Social network Group http://vk.com/warzone2100
Re: Rethinking WZ GFX
Once again, I have to agree with Terminator on this one.
He marks a good point, the game has cyborgs, synaptics link technology and a lot more but still is using old derricks.
No wonder they have trouble getting resources for the tech =)
Also, since warzone is high tech future, I believe it gives GrimMoroe more freedom to bring up new GFX and use more of his imagination instead of being restricted to imitating warzone GFX or real life stuff.
He marks a good point, the game has cyborgs, synaptics link technology and a lot more but still is using old derricks.
No wonder they have trouble getting resources for the tech =)
Also, since warzone is high tech future, I believe it gives GrimMoroe more freedom to bring up new GFX and use more of his imagination instead of being restricted to imitating warzone GFX or real life stuff.
Credits to Kacen for making the image.