Okay Lets see...
1. When did Warzone 2100 Resurrection come around?
2. Is it possible to help out?
3. Ever heard of Blender?
4. Is it possible to "Mod"?
5. Is the Newer version based off of the Original Warzone2100?
okay A few things about me
I like strategy games, Civ, Warhammer Dawn of War, Age of Empires, Warzone2100(one of my favorites)
I have a real copy of Warzone2100 for Playstation...not 2...wish there was... :'(
I know a few things about game dev..but no real experience...mainly form reading books and surfing the web....
well not sure what else to say...
A few questions?
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Computerboy319
- Rookie

- Posts: 28
- Joined: 29 Mar 2007, 16:07
Re: A few questions?
Okay, I'll see what I can answer:
1. I'm not really sure when. I'd guess when NEWST went under and Pumpkin-2 was formed, but I'd be hard-pressed to draw a line between where WZ Improvement ended and Warzone Resurrection ended. How 'bout when Pumpkin Studioes got the shaft?
2. Definitely! Planning, modelling, texturing, balancing, bug-reporting, new-feature-making...even concept sketches would be GREATLY appreciated!
3. As far as I know, Blender doesn't help much...Warzone uses .pie files for it's models and nothing else. I've had nothing but ease using a program called PIE Slicer, and I didn't mind using notepad (when graph paper wasn't in short supply
) I heard somewhere that the original models were made using 3DS MAX then converted to PIEs, but I don't own a copy and PIE Slicer works just fine.
4. You betcha! People have been making mods since the game came out...all the patches are technically mods AFAIK
5. You mean the open-source one? Yes! In playing, it's almost identical, there're pretty much just relatively minor changes. Really, as far as modding is concerned, the two big ones are that information on Vanilla WZ is stored in .wdg files (which need a program called WDG Explorer to unzip and a program called MakeWDG to re-zip) and new WZ stores them in .wz files, .zip files basically, with a different extension (to edit things in them, just re-name it to .zip while you're working, basically). The other big difference is that (and I don't know the specifics) but old PIE Files used texture information from .pcx files (which you still have to use to edit them, or .bmp s, I believe) but new PIE Files have to use .png textures to run correctly in the game.
As far as experience...well, I have none. I just downloaded a copy of PIE Slicer, read the tutorials, and just winged it!
And if you want to mess around in a safe, well-documented environment before you go out and try to do modding in the new version, get a copy of Vanilla WZ for PC (I was lucky enough to have gotten one as a gift WAY back in 1998 or 1999) and the 1.10, 1.11, or 1.12 patch (can't remember where to get the last two. Both are fairly stable. 1.11 has jump cyborgs and 1.12 has landmines)
Welcome aboard, and be sure to ask questions when you have them!
1. I'm not really sure when. I'd guess when NEWST went under and Pumpkin-2 was formed, but I'd be hard-pressed to draw a line between where WZ Improvement ended and Warzone Resurrection ended. How 'bout when Pumpkin Studioes got the shaft?
2. Definitely! Planning, modelling, texturing, balancing, bug-reporting, new-feature-making...even concept sketches would be GREATLY appreciated!
3. As far as I know, Blender doesn't help much...Warzone uses .pie files for it's models and nothing else. I've had nothing but ease using a program called PIE Slicer, and I didn't mind using notepad (when graph paper wasn't in short supply
4. You betcha! People have been making mods since the game came out...all the patches are technically mods AFAIK
5. You mean the open-source one? Yes! In playing, it's almost identical, there're pretty much just relatively minor changes. Really, as far as modding is concerned, the two big ones are that information on Vanilla WZ is stored in .wdg files (which need a program called WDG Explorer to unzip and a program called MakeWDG to re-zip) and new WZ stores them in .wz files, .zip files basically, with a different extension (to edit things in them, just re-name it to .zip while you're working, basically). The other big difference is that (and I don't know the specifics) but old PIE Files used texture information from .pcx files (which you still have to use to edit them, or .bmp s, I believe) but new PIE Files have to use .png textures to run correctly in the game.
As far as experience...well, I have none. I just downloaded a copy of PIE Slicer, read the tutorials, and just winged it!
And if you want to mess around in a safe, well-documented environment before you go out and try to do modding in the new version, get a copy of Vanilla WZ for PC (I was lucky enough to have gotten one as a gift WAY back in 1998 or 1999) and the 1.10, 1.11, or 1.12 patch (can't remember where to get the last two. Both are fairly stable. 1.11 has jump cyborgs and 1.12 has landmines)
Welcome aboard, and be sure to ask questions when you have them!
- lav_coyote25
- Professional

- Posts: 3434
- Joined: 08 Aug 2006, 23:18
Re: A few questions?
and to add to what CB has said....
go here for some tutorials... you want everything it is quite a large file...
go here for some tutorials... you want everything it is quite a large file...
"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
- Watermelon
- Code contributor

- Posts: 551
- Joined: 08 Oct 2006, 09:37
Re: A few questions?
yea...the pieslicer is not that hard to use,since the wz pie's is rather simple:Computerboy319 wrote: As far as experience...well, I have none. I just downloaded a copy of PIE Slicer, read the tutorials, and just winged it!
512 points per model and 10 points per polygon at max
you can even use text editor to create pie models if you can 'sketch' the visualized model in your brain...
tasks postponed until the trunk is relatively stable again.
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Hectichermit
- Greenhorn
- Posts: 13
- Joined: 01 Apr 2007, 02:54
Re: A few questions?
Thanks for the help...hmm let see what the Pie looks like...
well dosen't look too bad...it looks like the UV editor in Blender...basically wraping a 2d image around a 3d object......
well dosen't look too bad...it looks like the UV editor in Blender...basically wraping a 2d image around a 3d object......
Re: A few questions?
err... you're not going to be so lucky, since in pie slicer, you're going to have to texture each polygon individually...Hectichermit wrote: well dosen't look too bad...it looks like the UV editor in Blender...basically wraping a 2d image around a 3d object......
