Re: Re-done PIEs
Posted: 10 Apr 2007, 07:45
the medium and large bodies may share pies, but are definitely not limited to sharing -- they can each have a unique pie.
the same counts for all other propulsions as well.kage wrote: the medium and large bodies may share pies, but are definitely not limited to sharing -- they can each have a unique pie.
just curious,will the viper body look equally good with wheels/tracks/hover/any ground propulsion if it resembles F-22 with vtol propulsion?Computerboy319 wrote: True, but then I'd have to mess around in coding, which, while I'm perfectly qualified to do so, I don't want to mess around with until a later date. At the moment, I'm just working on replacing each pie, on a one-for-one basis, not yet on making new ones. It shouldn't be too hard to make the light bodies look more like fighters with VTOL added, the designs are based off of different fighters (I kind of screwed up with the Viper, it was supposed to resemble an F-22 but I don't know how I ended up with what I have now)
no code necessary -- modders have been able to do that since day one (obviously without access to the source code).Computerboy319 wrote: True, but then I'd have to mess around in coding, which, while I'm perfectly qualified to do so, I don't want to mess around with until a later date.
i experimented with that a while back, and it's something of a catch-22: if you want to make a vtol look as good as possible, you have to modify the body to look sleek, which makes it loose the bulky look that goes better with the ground propulsion. the most apparent solution to this is to include the "chassis" in the propulsion pies, as well as making the chassis pie (at this point only displayed in the body selection phase of the design screen) small enough that they are contained entirely within the specialized-to-propulsion versions of the chassis. at this point, the issue is confusion: if you make one version of each body for each propulsion type, it becomes much more difficult to visually identify the unit as there are 4 different models for every body. as this point, it might look good, but it was about as much work as (and is as evil as) a display driver written in cobol.Watermelon wrote: just curious,will the viper body look equally good with wheels/tracks/hover/any ground propulsion if it resembles F-22 with vtol propulsion?![]()



If you don't have knowledge of pie slicer: just use any picture editor, open the texpages and manually copy paste the preferred texture area over all the other team colors. So the game will actually render another part of the texture but since that area is equal for all teams it will look the same. There are 2 other possibilities: the first is by using pie slicer to edit the pixel area that is used for texturing a model. Just make pie slicer use the same area for each team. and third: if you know how to edit the source you could probably disable team colors somehow. Dont have any idea about that though.Watermelon wrote: I wonder if you can remove the teamcolor from the propulsion,imo the whole droid will look alot better if each body has its own propulsion pie/textures.
Aah yes that's right i was thinking for a moment that the game decided on which models to use team colors. But it's all in the pie itself. aaah well, makes things alot easier.kage wrote: er... no pie is *forced* to use team colors, and conversely, any pie *may* use team colors/animation (it'll have a different effect based on which game entity "owns" the pie (scenery, projectiles, or vtol propulsion effects will use the animate indefinitely, explosion effects will animate once, and unit and structures will stick to one frame in the animation based on their team)... if you change the poly type to normal, it'll always display just one texture, and will use slightly less memory than the animated poly type, which supports procedural textures (including teamcolors). if you want all teams to use the same texture coords, just save yourself the confusion and the ram and change the poly to a normal textured one.
source code mods are definitely not necessary to remove teamcolors from the game (just edit all the pies), and while cloning the textures definitely will work, it's not a "clean" approach, so if you make a mod, make sure you don't distribute those texpages unless it's intended that certain teams look exactly like certain other teams (a ww2 mod might do that). for everything else, editing the pie achieves the effect.
Transparency is done via textures, I think. Just use the alpha channel of the PNG.Computerboy319 wrote: By the by, how is partial transparency achieved in WZ? I don't think it's color-keyed (like full transparency) so how is it done? Can it be inserted into a PIE or do I just have to designate something as smoke?
wz seriously supports translucency using the alpha channel of png textures? it used to be that any color that was pure green (0, 255, 0) would be considered "fully transparent" by warzone -- to be backwards compatible, all the converted png's would need each pure green pixel to have a 100% alpha value before you can safely remove the "palette keyed transparency" code from wz's source to replace it with true alpha support.DevUrandom wrote: Transparency is done via textures, I think. Just use the alpha channel of the PNG.
If PIEs support RGBA colored vertices, you could try to use that, too.
Well as long as you use a gray-colored area on the texture and designate that as to become team-colored it should be fairly easy to calculate team colors from that.Computerboy319 wrote: True, but unless you put in support for different shades of one color representing different shades of a team-color, it's impossible to make color-keyed teamcoloring not look flat and painted-on. This way, you can still have team-coloring, and have little pipes and ridges and vents and stuff on it.