Models by macuser

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Models by macuser

Postby Macuser » 20 May 2010, 20:53

Here are the model files and pics of my wall models (orig work by yahodahan):
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Re: Models by macuser

Postby Jorzi » 21 May 2010, 01:06

Nice, I'll start a thread to upload my stuff once I have some time
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Re: Models by macuser

Postby MaNGusT » 21 May 2010, 01:31

I think we should use forum only for a presentation, a poll, etc. and discussion about what need to be improved. But for uploading models, textures we should use Sourceforge Track. :-)
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Re: Models by macuser

Postby Macuser » 21 May 2010, 11:26

Here are the screenshots ;)
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dwall.png
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hp.png
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wall.png
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Re: Models by macuser

Postby Jorzi » 21 May 2010, 12:10

Looks nice ;)
What exactly is sourceforge track and how do you use it?
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Re: Models by macuser

Postby MaNGusT » 21 May 2010, 14:02

https://sourceforge.net/projects/artrev2100/ but to use track you need to register and Olrox needs to add you to devs.
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Re: Models by macuser

Postby Olrox » 21 May 2010, 16:19

MaNGusT wrote:https://sourceforge.net/projects/artrev2100/ but to use track you need to register and Olrox needs to add you to devs.

Yeah - just send me your SourceForge username and I'll add you to the project's developers list :geek:
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Re: Models by macuser

Postby Macuser » 22 May 2010, 14:45

kk, just finished the double hardpoint (fortress)
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Re: Models by macuser

Postby Macuser » 24 May 2010, 16:12

What is required for these to get in-game? Do i need to create a separate model for the hard-point as opposed to the corner wall? How do these need to be scaled to fit in the tiles? Do they need connectors? How do I put them in .pie? Anything else?
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Re: Models by macuser

Postby Olrox » 24 May 2010, 17:30

Macuser wrote:What is required for these to get in-game? Do i need to create a separate model for the hard-point as opposed to the corner wall? How do these need to be scaled to fit in the tiles? Do they need connectors? How do I put them in .pie? Anything else?

I believe you need separate files, yes. As for scaling, probably Mangust will be able to help you with that better than me :P
You'll need connectors for hardpoints, you can import the original ones to see what is the connector's number you should use. To convert them to .pie, you'll probably be better off with using the "3DS2PIE" exporter, which converts .3ds files into .pies - it is a lot of trial-and-error in the beginning to get the right scale, then, as I've said, probably Mangust will be able to better explain that for you since he's more experienced in this converting proccess than me.

After that, you'll need to change a series of .wrf files in the game files, if you're adding something new (probably you'll change the texture entries, and if you're adding a *new* model instead of simply replacing one, you'll need to change those specific sections as well).

I recommend using Blender to browse through the original models and see which one's which, so that you know what model to replace after you've converted them correctly.

I can send you a "how-to" that Mysteryem made for me some time ago if you like, it contains some nice information about modding WZ.

I strongly recommend that you experiment modding the game, so that you know the whole proccess - this way we can all understand each other better ;)

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Re: Models by macuser

Postby Macuser » 24 May 2010, 17:46

Thanks Olrox, I've now redone your gate model and texture.
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Re: Models by macuser

Postby Macuser » 26 May 2010, 11:18

As of lately there has been some confusion about these. Here are the spec for them.

1. Wall (1x1) - designed to replace existing wall model
2. Hardpoint/corner wall (1x1) - designed to replace existing hardpoint model
2. Heavy hardpoint/fortress (2x2) - designed to replace existing fortress model
3. Heavy wall (2x2) - the only "new" model - it will connect with the fortress like wall connect with hardpoints.
4. Gate (1x2) - designed to replace existing (if you can call it that) placeholder model for the gate

-regards macuser
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