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Olrox wrote:Here is the first, untexturized version. Any objections/opinions about the geometry?
Looks great.
I should note Mysteryem's walls are slightly different from yours. I rather Mysteryem's walls, which implement the idea of having teamcolor down the sides a bit; they make the teamcolor easier to see from different angle.
Regardless of where you eventually plan the teamcolor to go, I'd suggest it be striped.
Olrox wrote:It is only a question of time! Zarel is working on appropriate codes for corners and T-walls
"Working on" isn't entirely accurate - maybe more like "intending to eventually implement". If I were actually working on it, I'd probably be done by the time you read this.
Yeah, I didn't have Mysteryem's wall models (I think that those shouldn't really be touched, they are very good already), I just got the proportions from the .pie model of the original walls and made them for comparison.
About you writing the wall code, sorry about the semantics
I just wanted to say that it is probably going to be implemented, but I'm not going to make it because I don't really have any knowledge about coding.
I'll see when I can make the textures for the model, and while I search for time, I'll keep wating for opinions and comments.
I still have terrible nightmares with .pie files. I'll provide, however, the model in .3ds format as well as the texture page (in which I've already made teamcolored parts anyway) so that somebody can make the necessary modifications.
Do I need to send the baseplate mesh as well?
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Olrox wrote:I still have terrible nightmares with .pie files. I'll provide, however, the model in .3ds format as well as the texture page (in which I've already made teamcolored parts anyway) so that somebody can make the necessary modifications.
Nightmares? Are you using the plugin for blender or 3ds2pie? I've never had any problems with it.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
To speak the truth, it's all about lack of practice
I'm pretty sure that, if I spend some time looking into it, I could manage to come up with something, but ahh...
I'm soooooo lazy right now (first vacation week, you surely know how's that xD )
The dimensions are wrong by a factor of 2-300 or so and I am having trouble finding the right scale factor to match, and the model is rotated the wrong way compared to ordinary walls. Other than that, it looks good in-game.
Per wrote:The dimensions are wrong by a factor of 2-300 or so and I am having trouble finding the right scale factor to match, and the model is rotated the wrong way compared to ordinary walls. Other than that, it looks good in-game.
This is odd. Well, taking a look at the wall .pie, I've found out that the length was 12.9, and then, I've made the .3ds just like that, mantaining the other dimensions proportional to that (also using dimensions from the wall .pie).
What is the 1-tile dimension I should consider? I can fiz those problems, if you want.
Olrox wrote:This is odd. Well, taking a look at the wall .pie, I've found out that the length was 12.9, and then, I've made the .3ds just like that, mantaining the other dimensions proportional to that (also using dimensions from the wall .pie).
What is the 1-tile dimension I should consider? I can fiz those problems, if you want.
I don't know what dimensions that 12.9 number uses, or where you get it from. The size of a tile in Warzone is 128x128, represented as a -64 to 64 coordinate system in the PIE files. The coordinates in the 3DS file you attached above are all in fractions of 1 (eg first point is 0.029528 -0.045275 0.228346).