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Want to help : Modeling

Posted: 15 Mar 2007, 11:51
by Equal
Hi,

I was Wondering if there would be any need for new Unit models like :
New Weapons , Bodys , Chaissis , Buuildings , Features(forest, bridges, other stuff) , ...

but i though about , that this CAN change the game style very enormously.
new boulding means new research , new way of developing ingame etc....

so i came to that i could Remodeling the Existing models Completle new. i mean just to ad some more
deatils,

OR

we will do an addon to the game with aloowes you to ad the new elements if you wish.

1 0 X =

Re: Want to help : Modeling

Posted: 15 Mar 2007, 12:48
by DevUrandom
Remodeling is nice. Rush and Lixtan allready did some work into that direction: http://wz2100.net/forum/index.php?topic=79.0

Re: Want to help : Modeling

Posted: 15 Mar 2007, 13:57
by Watermelon
DevUrandom wrote: Remodeling is nice. Rush and Lixtan allready did some work into that direction: http://wz2100.net/forum/index.php?topic=79.0
did you try to use the mesh file provided by them in wz as pie?

just wondering if it's still worth adding float point support for pie format,I got it half-working but I broke the water edge tile texture after the changes...it's just hard to change something in current renderer without breaking exist functionalities...

Re: Want to help : Modeling

Posted: 15 Mar 2007, 14:30
by DevUrandom
Watermelon wrote: did you try to use the mesh file provided by them in wz as pie?
Which mesh file?
Watermelon wrote: just wondering if it's still worth adding float point support for pie format,I got it half-working but I broke the water edge tile texture after the changes...it's just hard to change something in current renderer without breaking exist functionalities...

Re: Want to help : Modeling

Posted: 15 Mar 2007, 14:44
by Watermelon
DevUrandom wrote: Which mesh file?
hmm isnt the .ac files in this page mesh files?

http://wz2100.net/forum/index.php?topic=79.60

Re: Want to help : Modeling

Posted: 15 Mar 2007, 18:11
by kage
huh. i would've expected the code wouldn't have had too much resistance to such a change, but then i keep forgetting that this was developed jointly for the psx, which is arm iirc (which has a *really* hard time dealing with floating point numbers in the lower end arm hardware). at least the pie format itself would retain backwards compatibility from such a simple change, and scanf semantics should work straight out of the box with old and new style pie files as soon as you tell it to parse for floats.

Re: Want to help : Modeling

Posted: 15 Mar 2007, 20:44
by DevUrandom
Watermelon: So you wanted to ask "did you convert the AC3D mesh file provided by them into a PIE file and tried it in Warzone"?
No, I didn't convert those files by hand...

Re: Want to help : Modeling

Posted: 19 Mar 2007, 09:09
by Watermelon
DevUrandom wrote: Watermelon: So you wanted to ask "did you convert the AC3D mesh file provided by them into a PIE file and tried it in Warzone"?
No, I didn't convert those files by hand...
yes...though wz doesnt support float point vertices atm(my patch added it but it broke something else like water edge textures for unknown reason,and the patch is completely broken now(causes weird segment fault/memory corruption when loading IMD's...) after recent commits...),so you cant import any models using float vertices even if we have a import script...

Re: Want to help : Modeling

Posted: 19 May 2007, 10:59
by gaminggeek
I will also be interested in helping to remodel stuff as the game now looks very dated.
Can the game engine be made to handle some higher polygon models high res textures and possably some normal mapping?

Re: Want to help : Modeling

Posted: 19 May 2007, 11:27
by Watermelon
gaminggeek wrote: I will also be interested in helping to remodel stuff as the game now looks very dated.
Can the game engine be made to handle some higher polygon models high res textures and possably some normal mapping?
higher resolution textures are possible,but higher polygon models require source changes and it's not going to be fast if we have hundreds of high polygon units on screen simultaneously,since wz has far bigger battlefield view range/radius than any 'average' RTS games.

Re: Want to help : Modeling

Posted: 19 May 2007, 11:35
by Kyor
Yeah, the normal polygons are fine, except for the trees and humans o.o

they are crosses.

Re: Want to help : Modeling

Posted: 03 Jul 2007, 19:25
by Olrox
   I'm new in the forums, so please don't get too harsh if I post something off-topic ;D

   I am interested in putting my ACAD skills to help the developers by remodeling some (or even all) weapon systems, vehicle bodies, propulsion, you name it. But I have no knowledge on format changing nor scripting, so I would only provide layered .dwg files. Interested?

   Attachment: Screenshot of renderized tank model. Not made for WZ2100 although.

Re: Want to help : Modeling

Posted: 03 Jul 2007, 21:28
by DevUrandom
Looks good.
I don't know yet if Blender can import dwg files, though. So if you have "more common" export formats to choose from, I think that will be better.

Re: Want to help : Modeling

Posted: 03 Jul 2007, 23:49
by Olrox
  I have 3Ds Max 8. I can import dwg files then export to .OBJ and .3DS or save at .max. There are other formats, too. On which format you could work best?

Re: Want to help : Modeling

Posted: 04 Jul 2007, 00:01
by Giel
From those formats you mentioned 3DS probably is the best.