First of all, I want to thank everyone who appreciates my work, that appreciation by itself is what makes me want to keep going.
Now, about some specific comments:
qwerty800 wrote:
How can you determine the productivity of your power plant?
I'll add lights to the model, when I manage to convert it into a .PIE, and that comes after I'm able to get my texture maps to make the textures. Elio offered to make the maps then send them to me, then I could design the textures and with his help I would convert the model into the PIE file for it to be used ingame. However, I didn't get any map from him yet (just a preview on what the map for the hq would be), so I guess I'm again in need of someone who knows modding, and of someone who can help me mapping the models and then putting together my textures and models into the necessary PIE files.
ANY help is welcome!
qwerty800 wrote:
PS: My favorite factory model is 1.3.4 newer ones are goods, but this one immediatly make me think: "Power, efficacity, productivity"
Yeah, that model was very interesting. However, the style I had in mind for that ones was too futuristic, and I came to understand that the building design that would fit into the game's setting better would be the
bunkerish design, which features tapered walls, protected entrances (I used archs because of the structural advantages that would add to the conveniently protective shape), partially underground buildings, ventilation shafts instead of windows and visible concrete reinforcements to the outer walls of the buildings. If the raw models allows seeing buildings like that rugged structures we have in mind, texturized models should perfectly meet the requirements for cohesion between my models and the world depicted by Warzone 2100.
The main purpose of that
bunkerish style is the cohesion with the game's story. The Project used existing military buildings as base for their various facilities, as they didn't have the necessary knowledge to design their own buildings, and in the beginning, they didn't even have the tools or materials. That scavenging procedure lasted until they could get their hands on the necessary building tools, and after that, they could build their own buildings, but still based on the designs of the buildings they were already using. As their first buildings were military buildings, I believe that they had to set their facilities on military buildings that weren't made for that specific purpose, and I imagine those buildings as bunkers.
After thinking about that, I've decided to ask the community what they thought about that style, and if they thought that it would suit better the game's setting than the futuristic designs I've made before. The unanimous response was a confirmation that the new style would better fit the game.
XANAX wrote:
worship developers
Hahahahahaha! Yeah, the work that the dev team makes is excellent.
I'm no dev though.
whippersnapper wrote:Sounds like you have a formal and solid engineering background - bringing that to the table, investing it in your art, is a plus, IMHO.
Well, I just make some research before making my designs, therefore avoiding making mistakes, in a certain way. Bringing up every piece of knowledge we have while creating something won't hurt anybody, really?
Well, I hope not! xD