Models by Jorzi (AR)
Re: Models by Jorzi (AR)
Wow, those are looking amazing!
I was investigating propulsion systems last night for my AI and noticed that there are different levels of halftracks - do they actually get used in the game or is only the initial "HalfTrack" used?
I was investigating propulsion systems last night for my AI and noticed that there are different levels of halftracks - do they actually get used in the game or is only the initial "HalfTrack" used?
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Re: Models by Jorzi (AR)
I'm not sure, but AFAIK such things are used by Nexus in last campaign (but that was about hover probably, as it for sure doesn't use half tracks
).
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
Re: Models by Jorzi (AR)
Well, names.txt defines these:
I wasn't sure if the 02 and 03 propulsions were actually used in the game or just relics from the original codebase.
Code: Select all
/* PROPULSION */
ZNULLPROP "Z NULL PROP"
wheeled01 _("Wheels")
wheeled02 _("Wheels II")
wheeled03 _("Wheels III")
tracked01 _("Tracks")
tracked02 _("Tracks II")
tracked03 _("Tracks III")
hover01 _("Hover")
hover02 _("Hover II")
hover03 _("Hover III")
V-Tol _("VTOL")
V-Tol02 _("VTOL II")
V-Tol03 _("VTOL III")
HalfTrack _("Half-tracks")
HalfTrack02 _("Half-tracks II")
HalfTrack03 _("Half-tracks III")
CyborgLegs02 _("Cyborg Propulsion II")
CyborgLegs03 _("Cyborg Propulsion III")
Naval _("Naval")
/*BABARIAN PROPULSIONS*/
BaBaProp "BaBaProp"
BaBaLegs "BaBaLegs"
/*CYBORG PROPULSIONS*/
CyborgLegs _("Cyborg Propulsion")
//CyborgJets _("Cyborg Jump Pack")"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
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Re: Models by Jorzi (AR)
I've heard rumors that in campaign nexus' tanks use hover III, otherwise they are not used. (afaik hover III has more hp but doesn't differ otherwise)
Edit, oh and about the wheels, they usually look round enough ingame (you'll be looking at them from a distance, take the medium wheels for example
)
Edit, oh and about the wheels, they usually look round enough ingame (you'll be looking at them from a distance, take the medium wheels for example


-insert deep philosophical statement here-
Re: Models by Jorzi (AR)
Do the different halftracks get used? I see you've made models for both medium and heavy? Is a different propulsion (light, medium, heavy) used to match the body (light, medium, heavy)? So if I choose halftracks for a heavy body I still get HalfTracks (not Halftracks03) but with a different model applied?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
Re: Models by Jorzi (AR)
Yeah, halftracks has the same stats for both light, medium and heavy bodies, but obviously they need different models 


-insert deep philosophical statement here-
Re: Models by Jorzi (AR)
Phew! That's good to know, I thought I was going to have to refactor the huge research/structure/droid spreadsheet I've been working on.
BTW, the armour over the front wheels on the medium model looks a bit weird to me:

I can see what you are trying to achieve but it looks like bits are missing from the armour, especially when zoomed out.
BTW, the armour over the front wheels on the medium model looks a bit weird to me:

I can see what you are trying to achieve but it looks like bits are missing from the armour, especially when zoomed out.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
Re: Models by Jorzi (AR)
Are you talking about the angular sharp edge? Maybe with shadows enabled it looks more sensible?


-insert deep philosophical statement here-
Re: Models by Jorzi (AR)
Yes, it looks better with shadows enabled, however that plate between the two wheels still looks a bit odd to me, because it makes the armour over the wheels look like it's made out of very thin metal.Jorzi wrote:Are you talking about the angular sharp edge? Maybe with shadows enabled it looks more sensible?

What would it look like with that bit removed?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
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Re: Models by Jorzi (AR)
@aubergine: I think I see what you mean. I did a test render with the changes you suggested (actually saves on polycount). What do you think?
@mangust: still object space
@mangust: still object space


-insert deep philosophical statement here-
Re: Models by Jorzi (AR)
Yes, that's loads better!
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
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Re: Models by Jorzi (AR)
Made a rigged lowpoly of my scav soldier today. Tangent space normal map exported perfectly to wmit
(although I had to invert the green channel (default shader) )
Edit: oh and the polycount is 274
Edit: oh and the polycount is 274


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Re: Models by Jorzi (AR)
I just noticed something when exorting to the wzm format. When I opened the wzm file to see what it looked like, I noticed that the text was duplicated. I first thought of the possibility that I might accidentally have exported two degenerate models, but that wouldn't duplicate the headers as well. This can be easily fixed by deleting half of the file manually, but it ought to be a fairly small bug to fix
(i was able to reproduce it with my flying saucer too)


-insert deep philosophical statement here-
Re: Models by Jorzi (AR)
That's a bug in unsaved transformations...Thank for spottingJorzi wrote:I just noticed something when exorting to the wzm format. When I opened the wzm file to see what it looked like, I noticed that the text was duplicated. I first thought of the possibility that I might accidentally have exported two degenerate models, but that wouldn't duplicate the headers as well. This can be easily fixed by deleting half of the file manually, but it ought to be a fairly small bug to fix(i was able to reproduce it with my flying saucer too)


