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

Post by Zarel »

Is that texpage 15 at normal a lossless version? If so, I can upscale it. I won't improve the art, but I'll upscale it (make it less blurry).
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

Zarel wrote:Is that texpage 15 at normal a lossless version? If so, I can upscale it. I won't improve the art, but I'll upscale it (make it less blurry).
Hmmm... good question. Not sure - think I put it up as a .jpg with no compression (at 100%). But here is the .png direct from base.wz attached. Worth a shot to see the difference. Thanks. :)

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

Post by fisk0 »

whippersnapper wrote:Any thoughts on improving the Troop Transport art ?

Regards, whip :cool:

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I'm not sure, but I guess making the main turbine/fan/rotor darker would make it look more consistent with the smaller rotors on the wings, and increasing the detail on the main body texture to make it fit better with the rest of the model, especially with the pretty detailed front/cockpit part.
I suppose the back of the transport is supposed to have one of those doors that open downward, becoming ramps, like on those classic WWII transport ships and on transport planes like the C130 Hercules. If I'm not alone thinking that is the kind of door, I guess you could try to make it look more like it could actually open, like painting some kind of frame around the door, to separate it more from the rest of the texture, and maybe make the paintjob look scratched at the top, since that is the part that would most likely, most often scrape on the ground or something.
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

fisk0 wrote:
I'm not sure, but I guess making the main turbine/fan/rotor darker would make it look more consistent with the smaller rotors on the wings, and increasing the detail on the main body texture to make it fit better with the rest of the model, especially with the pretty detailed front/cockpit part.
I suppose the back of the transport is supposed to have one of those doors that open downward, becoming ramps, like on those classic WWII transport ships and on transport planes like the C130 Hercules. If I'm not alone thinking that is the kind of door, I guess you could try to make it look more like it could actually open, like painting some kind of frame around the door, to separate it more from the rest of the texture, and maybe make the paintjob look scratched at the top, since that is the part that would most likely, most often scrape on the ground or something.
Good input. Thanks. Part of my mind-set now. :) That "door" in particular sucks. But then again Pumpkin did not create new textures for the Troop Transport but rather recycled the textures used in the Tank Transport.

Since I'm focused on GPMs at the moment, the following will do at this stage of what I'm experimenting with and testing....

Image

Image

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

Post by whippersnapper »

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File Under: Undocumented interesting and fun Warzone GPM phenomenon....

"War School" makes use of a few like -

Image

Yes... you could make a solid case for it being kooky and inconsistent "alien teleportation" tech... but oh what the heck, it's just a game and it's fun and it lends to some interesting tactics, methinks. ;)

You of course have to carefully design your map to exploit the phenomenon - like a bunch of the other "undocumented" things I'm doing. :ninja:

Regards, whip :cool:

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

Post by eyestrain92 »

Zarel wrote:Hmm... they may need to look a bit more "beaten up"... remember, post-apocalyptic setting.
The new jeeps, although the model and general design is sound, looks a little cartoony in the texture department... Good for a first version though, and if you can sharpen it and re-WZ it, we'll have ourselves a new, nice looking jeep!
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

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And now for a change of pace.... From the cutting room of the "Truce" & "Crude in Sur America" Stories-FMV / Cinematic..
Script set piece:

Within the walls of Member Astorian's New Research Lab the Scav leader Akbar's tribal Seer contemplates the proposal made by the Mekka Mal-of-Ory, the Project's liaison to the Seven Nations, concerning the newly discovered hydrogen fuel cell chassis technology and a possible deal and truce between the factions...
Image


Imagination - it's a wonderful thing. ;)

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

Post by new paradigm leader »

Ah but what of us(New Paradigm), Nexus and The Collective? Nexus would have undoubtedly infected other factions or manifested elsewhere, the collective would have bases beyond the blast radius and We would have survived via hidden bases and outposts. maybe we could be included? :D as We in particular were friends to scavengers from the start we supplied them with weapons. The Collective would essentially enslave them via synaptic link. Nexus would just destroy them being sure to steal any useful technologies. maybe this could be implemented. We would compete for the scavenger's loyalty. The Collective would consume them and Nexus would exterminate them. maybe preprogramming the teams to follow this behaviour? in that We work similarly to The project we compete in the attempt at converting scavengers, the collective scavengers are linked forcibly are smaller than standard cyborgs and scav vehicles under the collective are more heavily armoured and use better weapons but on the flip side these all cost a Lot more and take longer to produce. Nexus doesn't have scav utilisation capability. imagination is great i agree but i do desire the skill to make it a reality.

Yours

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

Post by XANAX »

new paradigm leader wrote:Ah but what of us(New Paradigm), Nexus and The Collective? Nexus would have undoubtedly infected other factions or manifested elsewhere, the collective would have bases beyond the blast radius and We would have survived via hidden bases and outposts. maybe we could be included? :D as We in particular were friends to scavengers from the start we supplied them with weapons. The Collective would essentially enslave them via synaptic link. Nexus would just destroy them being sure to steal any useful technologies. maybe this could be implemented. We would compete for the scavenger's loyalty. The Collective would consume them and Nexus would exterminate them. maybe preprogramming the teams to follow this behaviour? in that We work similarly to The project we compete in the attempt at converting scavengers, the collective scavengers are linked forcibly are smaller than standard cyborgs and scav vehicles under the collective are more heavily armoured and use better weapons but on the flip side these all cost a Lot more and take longer to produce. Nexus doesn't have scav utilisation capability. imagination is great i agree but i do desire the skill to make it a reality.

Yours

NPL :)
Image
that is a awesome idea :3
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Re: "War School" - A Map / Mod W.I.P.

Post by new paradigm leader »

thank you very much Xanax. also i must ask if may use that image there as my pic?

Yours

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

Post by whippersnapper »

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Hey fellas,

I have not forgotten the other factions. And that's an understatement, believe me. ;)

In 2007 I started to formally expand the WZ back story of all the factions, their evolution and interconnections. My very detailed Time-Line begins in 2008 and goes through 2180+ - some 170 plus years of game world building history. It covers principle characters for all the factions, their intimate relationships through time (aka plotting), detailed technology developments, cross cultural-societal developments on a global, geo-political, scale, associated game play mechanics, Sci-Fi stories with those principle characters dramatizing milestones in the time line, an extensive biography of Dr. Reed that goes well beyond Pumpkin's tissue thin effort, new campaign missions-maps (some scripted and playable) and so forth. I call it my WZ toys "Bible" and at the moment there is well over 300 pages of charted, illustrated and annotated text (with RL referents to military doctrine, history, philosophy, science, technology, etc.). That 300+ page total does not include research notes or Mission A.I. scripting and pre-scripting analysis docs or brainstorming docs..

Out of all that already created material this "War School" project falls about the year 2120 and is focused on 3 factions out of the 6 main factions I have already worked-out for other projects. I have thought about publishing that mass of material as an e-book but at present that's not important to me and instead I am exclusively focused on this particular implementation for gaming. My only real issue is the time I have available to implement all this extant material. The skills necessary to implement I also have because I have put the time into developing them as they fall squarely into life-long interests and activity in various art forms and intellectual disciplines..

Many of the ideas shared by folks (inc. yours, NPL) I can appreciate and in fact did publish a mountain of material (a fair bit implemented too) on my PoV @ the WZ 2200 site last year - which is not open to public perusal any more.. Perhaps I will re-publish some here as they dovetail with this project as a way demonstrating the depth and breathe of context out of which "War School" is spun and tightly integrated to. Never been at a loss for active creativity or the working out (and practical filtering) of the resultant mass of new ideas.. For me it just always falls to time-management and what i can get done with WZ within the matrix of other ambitions, commitments, obligations and passionate pass times. And in that I am no different than other active members of the community through-out the last decade of WZ's history to the present.

Like I've said in another context - there are a bazillion GOOD ideas for WZ just not nearly enough folks ever willing and able to make even a tiny fraction of them a reality. As much as I enjoy brainstorming and appreciate its place in the creative process, it's only maybe 10% (at most) of the journey to just moving forward and doing it, which is where the most deeply satisfying experience resides for me.... There is an adage along these lines that goes something like: "Creation is 10% inspiration and 90% perspiration." Those who do not create think the formula the other way round and that's a dead give away for those who do.

Regards, whip :cool:
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Last edited by whippersnapper on 30 Jul 2009, 16:50, edited 1 time in total.
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Re: "War School" - A Map / Mod W.I.P.

Post by new paradigm leader »

whippersnapper wrote:Like I've said in another context - there are a bazillion GOOD ideas for WZ just not nearly enough folks ever willing and able to make even a tiny fraction of them a reality. As much as I enjoy brainstorming and appreciate its place in the creative process, it's only maybe 10% of the journey to just moving forward and doing it, which is where the most deeply satisfying experience resides for me....
Sadly i am another in a line of those who has ideas but no way to implement them in anyway
maybe a step bys step tutorial of how to change the game from the base txts.
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Re: "War School" - A Map / Mod W.I.P.

Post by new paradigm leader »

OoooH massive new idea! for the viability of the scavs as a standalone faction... building renovation i.e.: structurally reinforcing the ruins dotted around and adding building armour with the ability to add weapons depending on ruin size also the ability to garrison scav infantry in scav buildings so as to boost the building's fire-power hmmm... i wonder just how we would implement this?

Update: have compiler will learn will contribute in future i look forward to maybe working with you whipper?
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

new paradigm leader wrote:
Quote whippersnapper: "Like I've said in another context - there are a bazillion GOOD ideas for WZ just not nearly enough folks ever willing and able to make even a tiny fraction of them a reality. As much as I enjoy brainstorming and appreciate its place in the creative process, it's only maybe 10% of the journey to just moving forward and doing it, which is where the most deeply satisfying experience resides for me...."

Sadly i am another in a line of those who has ideas but no way to implement them in anyway
maybe a step bys step tutorial of how to change the game from the base txts.
I'm working on it based on the postings I've done over the last month especially and integrating them in the wiki in such a way. Takes time. I've just started a new job this week too and it's been challenging absorbing a bunch of new company specific stuff ASAP so I can step-in and "take command" so to speak.
new paradigm leader wrote:OoooH massive new idea! for the viability of the scavs as a standalone faction... building renovation i.e.: structurally reinforcing the ruins dotted around and adding building armour with the ability to add weapons depending on ruin size also the ability to garrison scav infantry in scav buildings so as to boost the building's fire-power hmmm... i wonder just how we would implement this?

Update: have compiler will learn will contribute in future i look forward to maybe working with you whipper?
That is a very interesting and original set of ideas I have not seen before and does indeed address a key issue in making Scavs viable with the other factions. :) I can also see how to do it, off the top of my head, in Campaign Mode script-o-matically and utilizing, as well, the fine art assets created by Black Project, Mysteryem, Olrox and Astorian, in particular. Implementing new GPMs in MP always posses additional challenges over Campaign Mode... On the other hand I see Campaign Mode as an excellent "test-bed" for possible future MP GPMs.

As I've conveyed privately to other recent offers to work together on WZ projects, the timing with the new job is less than ideal right now. However, once I get settled-in more in my new RL responsibilities and no longer feel at the limits of what I can handle, I will once again be able to honestly hold-up my end of a collaboration. I have very much enjoyed most of my past WZ collaborations and look to being able once again to get involved that way down the road in, I hope, what amounts to a relatively short spell. So I hope these offers (open doors and bridges to making new WZ marvels as I would phrase it) will still be an option when I am in a position to contribute 100%. :D

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

Post by new paradigm leader »

its going to take me a while to learn so of course ill be here whenever take as long as you need or want or both. i'm still looking forward to the mod immensely :D full scav capability no more requiring cheat mode to actually use scav stuff.
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