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Re: New Models for 3.0, that make use of the mask feature wa

Posted: 10 Apr 2010, 17:06
by i-NoD
It was a small bug XD
I've fixed it, should work for any animated object like cyborgs too. I'll post current snapshot later...
MaNGusT wrote:to work correctly with the new tcmask, the pie type must be 10200.
It doesn't really matter since its "a hexadecimal combination of flags" where 0x10000 toggles TCMask.

Re: New Models for 3.0, that make use of the mask feature wa

Posted: 11 Apr 2010, 02:32
by Berg
Animations look to be using team colours correctly now.
Thank you I-nod
wz2100_Sk-Rush_shot_031.png
I have been trying to get the team colours on blderik.pie lighter but I can not.
Are the colours blended differently on the animations?

Regards Berg

Re: New Models for 3.0, that make use of the mask feature wa

Posted: 13 Apr 2010, 20:01
by macuser
Looks to me like you need to change the baseplate on the power generator as it is still the old one.

-regards macuser

Re: New Models for 3.0, that make use of the mask feature wa

Posted: 13 Apr 2010, 20:58
by Berg
macuser wrote:Looks to me like you need to change the baseplate on the power generator as it is still the old one.
Its about team colour mask...
Screenshot-Warzone 2100.gif
Regards Berg

Re: New Models for 3.0, that make use of the mask feature wa

Posted: 15 Apr 2010, 19:18
by macuser
Actually it is about new models that use tcmask and the power gen model's baseplate was and still is kinda funny.

-regards macuser

Re: New Models for 3.0, that make use of the mask feature wa

Posted: 16 Apr 2010, 00:39
by Berg
Pie files and texture pages for Power gen
Image
I did not include the base texture as i like the old one better.
With TCmask
Licence CC+BY

PS. This is not a mod just the basic files.

Re: New Models for 3.0, that make use of the mask feature wa

Posted: 19 Apr 2010, 03:03
by Berg
factory trunk screenshot
factory trunk screenshot
New factory with TCmask it is very similar to old factory
I again did not touch the baseplate here are the files.
It is not a mod just the bare files for trunk

Re: New Models for 3.0, that make use of the mask feature wa

Posted: 19 Apr 2010, 03:36
by macuser
Nice open bay!!! looks great. Does it open when unit comes out?

Re: New Models for 3.0, that make use of the mask feature wa

Posted: 19 Apr 2010, 03:40
by Berg
No its perm open
I need to learn more about the png animation and how to make it trigger when a unit is made.


regards Berg

Re: New Models for 3.0, that make use of the mask feature wa

Posted: 20 Apr 2010, 00:13
by Rider
I don't like it open when it's bare like that. You can also see in a number of 3D/cinematic shots that there's a lot of stuff going on during production so having it empty like that just looks weird IMO.

It seems to me that you'd either have to have a whole construction thing going on inside or better leave it closed.

Re: New Models for 3.0, that make use of the mask feature wa

Posted: 20 Apr 2010, 07:04
by Berg
wz2100_Sk-Rush_shot_011.png
close door

Re: New Models for 3.0, that make use of the mask feature wa

Posted: 20 Apr 2010, 15:57
by macuser
Much better.

Re: New Models for 3.0, that make use of the mask feature wa

Posted: 21 Apr 2010, 07:10
by Berg
New research centre
latest screen shot
latest screen shot
I Probably need help with a lot of my textures.
As before this is not a mod it is just the pie files and texture
Base plate not included

Re: New Models for 3.0, that make use of the mask feature wa

Posted: 21 Apr 2010, 15:12
by macuser
Nice idea for the structure, but as you say, those textures need a bit of help :)

-regards macuser

Re: New Models for 3.0, that make use of the mask feature wa

Posted: 21 Apr 2010, 21:22
by Rman Virgil
.

Berg: That's all very different, cool and interesting work your doing there. :)

I stay away from discussions about what "fits" with the original WZ stylings - though I understand the practical needs involved.

As for texturing.....

There are millions of self-proclaimed 3D whippersnapper artists that can whip-up a really nice geometry in 15 minutes flat and will tell you as much with little or no prodding. However, if you ask them about texturing their models, they'll hem and haw and say "We'll texturing is not my forte so I don't really do it but if you know a good texture artist I'll work with 'em". Give me a frackin break. Texturing is the greatest artistic challenge in 3D modeling.

Anyway, I gladly give you much props for texturing your geometry and presenting it here for all to check out. :D

It's can be a tough learning process (which is why many whippersnappers shy away from it, I would guess) and I think sticking to it, like with any art form, your texture craft & artistry will grow by leaps and bounds.

I definitely do not consider myself a dig 3D artist (though I do make dig movies) but I'm am a classically trained painter and can appreciate the adapted application of classic 7 layer oil painting technique to dig texture creation. It's very powerful craft that BTW, IMHO, Olrox has deved beautifully in his work and written a very detailed, step-wise, tut on (your probably aware of that already but I just mention it for the newer folks in the community who may not be).

- Regards, RV 8)
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