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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

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Getting this all just right in 32EW so that it looks the way I want in game is a sheer PITA. And the irony is that after all of that in effort in 32EW, I record all the alien structures identities with map coordinates which I must follow by a complete tear-down of it all in 32EW because I have to generate it all at start of game through scripts and NOT 32EW placements !

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XANAX's original art looks great..... but if all my distortions of his geometry don't turn-out well in the end I merit the blame.... if it does turn-out, it's all due to his original artistry. As well, I want to thank XANAX again for giving me the liberty to go down this road with his art because most artists would have an issue with this..... in certain instances even I would have issues with my originals, so I do appreciate all sides of this. But XANAX has really been generous in this area as well. That is not to be taken for granted. Frankly, it also is an act of courage and trust, IMO.

Anyhoot... time for a break on this aspect to move on to text editing of the structs and weaps and also getting XANAX's new Mechs into the alien mix - making progress on that front will lead to the next sequence of picks which i hope to display in full battle engagement with Project-Scav forces, including air-lift offensive deployments. I'll endeavor to get Black Project's Scav Chopper into this sequence as well.

There are also more Alien Structs and new Alien Air Unit Body art I have to integrate..... If only I had a cooperative doppelganger. ;)

Regards, whip :ninja:
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

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Raw prototype I'm toying with...... but not really a priority now with other stuff in need of doing for sure...


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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

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Alright XANAX !.... the Mechs are in .... they look fantastic and work great. :D

I did have some minor issues I had to resolve which may necessitate a "cleaned-up" up load of the package to replace your 3 different downloads..

First I had to properly merge all 3 of your file sets because you made updates but included your earlier versions so how the versions over-wrote was critically important..... I also had to remove a .PIE which I believe was redundant and caused me serious problems like CTD-ing till I figured it out.... also one of your included version anim.cfg files was somehow causing the cursor to frack-up in menu selections so I merely replaced it with one that worked properly. All in all - very minor and totally resolved. You've not only done terrific art but also a great job with the files and changes made to create an animation that looks sweet as all get out. :) Very excited for the opportunity you've given me to work with all this.

In any case this is just the start on my end of your Mechs specific integration into War School.... more merges of new assets to follow with action caps.

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Regards, whip :ninja:
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

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Another link UPDATE to new WZ art assets by community artists...... PLUS, more useful info links on HOW to exactly work at creating new art with PieSlicer and such...
whippersnapper wrote:.

I have decided to use XANAX's Mechs as part of the Alien Presence in War School.

There were several ways that the Mechs could be introduced into game play but I have ultimately chosen this particular way for several reasons. The principal reason being to shift the emphasis of game play some from what I call the "Rote Clerical Click Fest Arms Race Twitch" to the "Battle Field Tactic Leadership" of coordinated multiple vectors and combined-arms..

So, as a part of that decision, I will provide "Opportunity Mechanics" to "Capture" the Alien Mechs and thus garner your gaming edge through a successful execution of field tactics and leadership gumption rather than the aforementioned conventional "Rote Clerical Click-Fest Arms Race Twitch".

To achieve the "Alien Mech Capture" part of the mechanic will necessitate deploying the new "Airlift Mechanic" and your buffed-up Scav Ally Forces.

In-game screens will be forth-coming over the next day or two that will display graphically what I'm talking about here.

Please note:

As XANAX has generously shared & made available publicly all his newly created art assets ANYONE is FREE to use them in ANY WAY they see fit to suit visions that can surely differ entirely from what is being done in War School.

As a convenience here are the links to .......

XANAX's new art assets:

Mech Prototypes WIP

New 3D Scav bloke & Cyborg with animations

Altered HQ works

New Body & Struct Set

Cyborg Design WIP


i-NoD's new art assets:

Hi-Res textures

Just another Scavenger art


Astorian's new art assets:

Modeling Request - i do it!


Black Project's new art assets:

Scavenger Mod V1.1 ALPHA Released!

EDIT addition 9/10/09: M1A2 Abrams in WZ2100 (I was bored XD)

EDIT addition 9/10/09: Ultimate Warfare V2.0 for 2.1.x Released!


Mysteryem's new art assets:

New Features

EDIT addition 9/10/09: Original walls

EDIT addition 9/10/09: I got bored… Update :).... New Fortress Art

EDIT addition 9/10/09: Mysteryem's Model Package


Elio's new art assets:

New Base Structures Mod

EDIT addition 9/10/09: driving mode interface

EDIT addition 9/10/09: interface proposal


Olrox's new art assets:

NEW STRUCTURE MODELS

New feature: Gates

EDIT addition 9/10/09: "New Turret".... original creator of thread and art, member thelion

EDIT addition 9/10/09: "Upgraded Truck model/texture needed!"..... thread creator Zarel... also includes art by members Avestron, Safety0ff as well as member Olrox..

EDIT addition 9/10/09: MaNGusT's new art assets:

models by MaNGusT


EDIT addition 9/12/09: Avestron's new art assets:

Bodies - Meshing


AND......

Let's remember milo christiansen's valuable new WIP Utility - Warzone 2100 Mod Manager

ALSO......

Zarel's scrupulous and critical: The 2.2 -> 2.3 Rebalance Thread

A Note on the War School Dev Roadmap:......

I have decided to include both Flying Constructor Droids and Jump Borgs because I think I've figured out how to balance them with all else.

I'm not sure yet about including Multi-Turrets as much as I love 'em. Just may be beyond my abilities to integrate with all else going on. But, we'll see.

"War School" is focused on expanding the diversity of opportunities in the realm of Battlefield Field Tactics in specific ways associated with making Asymmetric Warfare viable.

At the same time, I am also deeply committed to enhancing what I call the War Preparation GPMs vis-a-vis optimizing non-combat (as well full-blown combat) "switch-tasking". BUT that aspect will not fall within the scope of "War School" because I need an already fully developed BetaWidget / LUA in order to realistically proceed in that direction. I only mention it here because it should be understood that this is an integral part of the development mix as I perceive it in a best case scenario outcome but rather than wait to be able to tackle enhanced simultaneous multiple vectored Command Group UI / AIs I have gone forward with what I believe to be viable, interim, work-a-rounds that will also serve "proof-of-concept" ends.

Regards, whip :cool:
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ADDITIONAL useful GFX creation info:

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Olrox wrote:
Someone knows if there's any already existing guide for that?
:rolleyes:
whippersnapper wrote:
Dancing Moogle's guides and tuts are still quite usful IMHO:

DM's Modding PIE Overview Guide

DM's Part 1 PieSlicer Tutorial

DM's Part 2 PieSlicer Tutorial

Then dovetail with the WRP's wiki entries:

http://developer.wz2100.net/wiki/Artwork

http://developer.wz2100.net/wiki/Creating3DContent

http://developer.wz2100.net/wiki/PIE_models

http://developer.wz2100.net/wiki/PIE_format

http://developer.wz2100.net/wiki/TxtEditing

Regards, whip :ninja:

BTW: DM was / is a superb artist, modder-coder and A.I. scriptor.. He created the first WZ Mechs 6 years ago but never released 'em. He moved on to work on FPS because of the advanced GFX possible with 'em compared to WZ. He also had (has still, no doubt) a great sense of humor. :)

In "Where to get PIE editor ?" thread HERE -

Black NEXUS wrote:I have not so completely understood this still, what must one do so that one can open and edit the current PIE files with the PieSlicerDX? It was PNG use and PCX no more but how shall one surround this?
whippersnapper wrote:
It's very straight forward.

First open the .Pie file with a simple Text Program like Word Pad.

Look at the texture page file ending. If it's .PNG that means you can open the associated texture page in any Graphics program and that the .pie is ready to be used in-game. The geometry model itself could have been created in any of a host of progs that support 3ds output and then converted with the "3Ds 2 Pie" utility OR the geometry could have easily been done in PieSlicer itself, along with the texturing and then the .Pie itself opened in Word Pad have the referent texture page file ending changed from .pcx to .png and of course that referred to texture would have to be provided for the game binary to use in .png format in the .mp.wz or base.wz - making any changes to .wrfs that may be needed if you create entirely new texture pages.

Now to continue...

IF you want to use that .png .pie in PieSlicer simply change that texture page file ending from .png to .pcx.

Now that assumes you are working with the stock Pumpkin texture pages.

However if that .png .pie is using a new custom .png texture page then you also have to create a .bmp copy of the .png texture page for PieSlicer to use when you open the .pie file that is referring to that now changed .pcx texture page referent in the .pie file itself. Place that .bmp in PieSlicers main directory.

After making those .txt changes to the .pie file you of course also have to create an association with PieSlicer itself which is just a matter of directing the .pie to wherever PieSlicer is resident.

That's it.

Regards, whip :ninja:
Black NEXUS wrote:Ok, but the PieSlicerDX say "invalid PIE format". I cant open the PIE files from the base.wz, but i can make new mods with this change. :-S
whippersnapper wrote:Ah that...

Well you can get the original .pie files from the retail source release available for download some where, you can decompile v.1.10 .wdg yourself with 'WdgExplorer' & get them that way and, if I recall correctly Strata's WZ Customizer Kit download comes with the original .pies too.

Regards, whip :)

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Then there is the "3DS 2 Pie Converter".. if you'd rather use your favorite 3D Proggy instead of "PieSlicer"...
whippersnapper wrote:
Down load Coverter r5209 from THIS thread - it's an executable that works right out of the box beautiful - no compiling necessary...

Here is how it looks after I took the files out of the .zip archive and just put 'em in a folder I named "3DS 2 Pie Converter" and launched the executable:

Image


Regards, whip :)
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Re: "War School" - A Map / Mod W.I.P.

Post by new paradigm leader »

my only fear here is that as more items of brilliance make themselves known here this mod will keep adding and adding them and never get released! xD ah well the progress reports are refreshing if unintelligble to the novice, myself, at times. keep up the brilliant work mon amis :)
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

new paradigm leader wrote:my only fear here is that as more items of brilliance make themselves known here this mod will keep adding and adding them and never get released! xD ah well the progress reports are refreshing if unintelligble to the novice, myself, at times. keep up the brilliant work mon amis :)
You're absolutely right. I'm cutting off inclusion with what has already been spoken to and just one more piece that XboxJosh is creating - an APC.

Even if other great new stuff comes up it will not go into WS because it is already way complex.

What I will likely be doing in the way of new stuff is upgrading .Pies to newer iterations because some are clearly protos and are in the process of evolving for very practical reasons ontop of any that are pure artistry - but swapping out .Pies is easy.

Next up are caps of the New Borgs & some of the New Scav stuff - more being in the art pipeline as we speak.

Regards, whip :)
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

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The 3 Mangodai Faction Bodies: The Mangodai are an ultra Trans-humanist faction with original ties to Nexus which itself had seeded their secret enclave in a remote northern region of Eurasia (back story covered & dramatized in the tale I wrote called "Redemption" featuring Dr. Reed's son, Jason Reed), and in the time War School takes place, are allied with the Alien Presence - which accounts for the melded look of their bodies which will in turn be reflected in a composite tech, as well their uncanny tactics. These I am currently integrating into WS with multiple connectors for a possible multi- weap platform along with stat modifications necessary to achieve a manifest combo of influences and complement the distinct departure in GFX from anything in original, stock, Warzone or what is presently sanctioned for canon absorption.

Incidentally, War School's back story treats a couple of key events from the original WZ Campaign as "False Flag Ops" set in motion by Dr. Reed to draw attention away from his core machinations and true mission.

Even though Pumpkin's original back story was hell a skimpy, rife with internal inconsistencies and generally not well thought-out using the traditional metrics of what has long been dubbed "HARD Science Fiction" I have still been scrupulous careful in my expansions and re-visioning NOT to invalidate any of the original's major events; BOTH tacs represent my ways of honoring the Pumpkin team and it's collective work. It is BECAUSE of the original's very sparseness of detail that I have even been able to do this in the first place which in itself could very well be taken for a prescient wisdom on Pumpkin's part utilizing another creative strategy in the fully loaded artistry tool kit (all together rich in variant possibilities for invoking that willing suspension of disbelief) used by the various Speculative Fiction sub-genres collectively termed the "Applied Phlebotinum" narrative trope.

In any case.... though "War School" has it's own accompanying illustrated e-book called "Truce" (some of which I have also shared in this thread early on) there are a host of other back stories I've written like "Mastar of the Scar" (also published in this thread) that fit within the framework of my own very much filled-out and detailed Time-Line that I may go ahead and post in this thread like:

"Redemption",
"The Lesser Evil",
"Crude In Sur Amerika",
"The Wager Lost by Winning",
"The Goodness of Dr. Reed",
"Queen of the Collective"

- to name but a handful of my creative WZ oeuvre in literary forms. In many cases these yarns amount to "Origin Stories", a term I first learned from my days of reading and collecting comic books... but which I later understood has a long history going back to when bards sang their epic tales and the thought of writing them down was a purely alien notion.
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Re: "War School" - A Map / Mod W.I.P.

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ah its a shame i lack the modding skill you have as i envisage a faction in europe called Imperium. of course its british, lets assume by 2100 the world is radically different as stated by mongolia being able to sustain a war against china lets assume that in this timeline britain became incredibly paranoid of america and when intelligence of nasda reached them. deep underneath the grampians and penines (mere foothills of mountains but sufficient) sheltered bunkers were created with advanced technologies. these being closed circuit with no external access points needed for them to be succeptable to nexus they each lack communications beyond wired telegraph to even the other base when the strikes occur they are surprised their paranoia paid off, and set out with far superior technology to other survivors in 2092 and sweep away or conglomerate any other factions. after securing britain they launch expeditionary teams. one to america to scour the arizona and california deserts under a pseudonym, (given khaki bodies for better suitability) another to the east and an attack force south into france. france is a problem the french put up a good fight until a few technologies recovered in arizona come good and are shipped home for advanced research. these weapons and armour upgrades mean the northern french faction is outgunned, they choose to conglomerate rather than be destroyed the eastern team is wiped out on arrival by an unknown faction, and the american desert expedition finds itself hijacked slightly by a bizzare program the team leader sends a sample of it back for analysis resulting in the resistance circuitry becoming availiable sorry for the off topic spiel i hope you dont mind :rolleyes:
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Re: "War School" - A Map / Mod W.I.P.

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new paradigm leader wrote:ah its a shame i lack the modding skill you have as i envisage a faction in europe called Imperium. of course its british, lets assume by 2100 the world is radically different as stated by mongolia being able to sustain a war against china lets assume that in this timeline britain became incredibly paranoid of america and when intelligence of nasda reached them. deep underneath the grampians and penines (mere foothills of mountains but sufficient) sheltered bunkers were created with advanced technologies. these being closed circuit with no external access points needed for them to be succeptable to nexus they each lack communications beyond wired telegraph to even the other base when the strikes occur they are surprised their paranoia paid off, and set out with far superior technology to other survivors in 2092 and sweep away or conglomerate any other factions. after securing britain they launch expeditionary teams. one to america to scour the arizona and california deserts under a pseudonym, (given khaki bodies for better suitability) another to the east and an attack force south into france. france is a problem the french put up a good fight until a few technologies recovered in arizona come good and are shipped home for advanced research. these weapons and armour upgrades mean the northern french faction is outgunned, they choose to conglomerate rather than be destroyed the eastern team is wiped out on arrival by an unknown faction, and the american desert expedition finds itself hijacked slightly by a bizzare program the team leader sends a sample of it back for analysis resulting in the resistance circuitry becoming availiable sorry for the off topic spiel i hope you dont mind :rolleyes:

This is good stuff. Art in its own right, make no mistake about that. :)

"In the beginning was story.." I firmly believe that. Without "story" most artistic endeavor would vanish. Indeed, without story, you cannot be a fully functioning human being and that is no hyperbole; this has vast support in both philosophic aesthetic tradition going back millenia to the dawn of civilization as well the latest mainstream sciences of mind, brain and society.

I would strongly recommend you create a thread and call it something along the lines of "New WZ Faction Visions" or whatever tickles your fancy.

There is a rich body of good new art for WZ already that can be re-applied to new story frameworks like what you have created so it's not essential that you have master 3D GFX art skills to implement with visuals new story artistry like yours in-game as a fresh and new game play experience. I firmly believe WZ .Txt editing anyone can learn and there are several Utililites (Stratas's, Watermelon's and now Milo's) that make that process a lot less of a PITA than doing it purely by hand - & using Milos brand new .Txt Editor has the added benefit of Milo himself being actively committed to its ongoing development (unlike Strata and Watermelon who are not active in WZ anymore). WZ A.I. scripting is not for everyone but you can do a lot of high quality, creative, work with the 2 extant WZ A.I. Editors created by Troman and Bones0 without having to attain a Master WZ Scriptor level of accomplishment like Troman or Niker or Bones0 or Prometheus, etc...

NPL, you have the gift of creating new story and that is central to almost any cohesive and valued artistic work I can think of which definitely includes creating fresh and immersive WZ game playing experience.

Regards, whip :ninja:
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EDIT: Speaking of Milo's new "Text Editor" I need to add it to the above aggregated modders resources post... I'll wait till this page crosses-over to the next and re-post the information with new additions with links. In the meanwhile let me do this:
Milo's New Text Editor Proggy:

Read about it and check out the download in Milo's thread here:

viewtopic.php?f=6&p=37440#p37440
ALSO: I am in the midst of writing a brief but comprehensive Tutorial on What can break Mods, Maps & A.I.s, Now and in the Future, and by extension "How To Fix Them To Be Compatible" throughout that continuum of transformation-development...

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Re: "War School" - A Map / Mod W.I.P.

Post by milo christiansen »

The text editor is late beta and mostly bug free, but it needs more definition files. Only weapons.txt works as of now, but more are on the way.
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

milo christiansen wrote:The text editor is late beta and mostly bug free, but it needs more definition files. Only weapons.txt works as of now, but more are on the way.
An excellent choice of beginnings as weapons.txt editing, IMHO, can account for both crux and the most "bang for the buck" type mod editing that can be done to create a fresh game play experience in WZ (next in line, I think, would be changing related "HP" stats and vulnerability to types). :)

Regards, whip :ninja:
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

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This is another set of additions-edits I need to make to my "New Art Assets & Artist Modding Resources Post" I cannot edit but will instead re-post on the next page with modifications integrated - works for me. ;) LOL. (That is till I build my own Web Site over X-Mas that will include all WZ stuff salient to my PoV and actions - among other interests of mine within and outside of RTS gaming proper... There's always an amicable solution to BS. PLUS - I get to bestow upon myself an honorific TITLE, something along the lines of "Grand Pooba of the Null Set". O_o ROTFLOL)

Prop Animations by XANAX

i-NoD's TCMask mod first presented HERE and UPDATED and further discussed HERE... as well in XANAX's "Prop Animations" thread above....

- Whip :cool:
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

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Black Project did a marvelous job creating these Scav Choppers and also providing a good SFX for the props..... now we need to figure out how to apply XANAX's work to creating the prop animation - all that's missing for the total effect.

Image

Image

Image

Image
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Re: "War School" - A Map / Mod W.I.P.

Post by i-NoD »

The first screenshot is very a cinematic one Image...
probably due to camera angle... and yes, the animation will be a great addition here...
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

i-NoD wrote:The first screenshot is very a cinematic one Image...
probably due to camera angle... and yes, the animation will be a great addition here...
Thanks. :) I try for those because I'm using some WZ Machinima "footage" (even though WZ is not terribly Machinima friendly) to edit into my WZ WS "Truce" Cinematic Film short via chroma-key, green-blue screen. I am able to manage those by making use of the "primitive" Drive Mode as a Camera Tracking Crane or Dolly shot. Speaking of "Cranes" I'm loving how your feature GFX art "pops" and I'm sure you notice my use of your cranes all over... :D

I wish I had more time to work on this stuff, dealing with the prop animation and other stuff that keeps piling up the more you change-add into the mix - I'd even fix BP's Scav Mod because I know what's causing it to CTD and how to fix it.... but .... besides my 40 hour a week job I now have several "side-job" commissions that are gonna eat up a lot of my spare time clear thru the X-Mas holidays and into the 1st Q of 2010. I ain't whining or complaining mind ya, they're fun jobs, a real added boon on top of also providing me with the discretionary income I'm gonna need for a 3 week trip out of the country in Feb-Mar of '10 I have planned with my kid sister to visit Taino-Hispanic family living on islands in the Carribean.

Sometimes I wish I could get my sleep needs down to 1 hour out of every 24 but the reality is I can't get it below 4 hours without becoming a Zombie, non-cannibalistic to be sure, with fog for brains. ;) I do enjoy my sleep, don't get me wrong, it's just that being awake can be so much more exciting and productive to boot. :D

Regards, whip :ninja:
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