Search found 293 matches

by i-NoD
06 Jun 2019, 06:51
Forum: Artwork
Topic: Using video2x to upscale the campaign videos?
Replies: 1
Views: 124

Re: Using video2x to upscale the campaign videos?

I wonder if using something like https://github.com/idealo/image-super-resolution but for video will do a much better job :ninja:
by i-NoD
18 May 2019, 10:51
Forum: Artwork
Topic: WMIT logo
Replies: 7
Views: 339

Re: WMIT logo

No worries, we can wait a bit to see if there are other submissions. Or we can include everything and show a random logo every time! :lecture:
by i-NoD
14 May 2019, 11:00
Forum: Artwork
Topic: WMIT logo
Replies: 7
Views: 339

Re: WMIT logo

Hi Berg, That's a good idea, except that there is no about dialog yet.. after all those years :? I hope to add something in not too distant future... What would be even better is to have icons for WMIT, larger for executable and smaller for windows and dialogs. But those would have different legibil...
by i-NoD
12 May 2019, 07:53
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 783
Views: 199066

Re: Models by MaNGusT (AR)

Technical question: How will this info be passed into the shader code? In the shader, you will preferably need three vectors (normal, tangent, bitangent) to create the per-vertex normal matrix. If you have two you can of course generate the third one through the cross product, although this might c...
by i-NoD
12 May 2019, 07:41
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 783
Views: 199066

Re: Models by MaNGusT (AR)

Berserk Cyborg wrote:
12 May 2019, 06:27
The current result is far superior. It turns the whole desert into shiny gold dirt! With "fog" enabled it turns into a real blocky mess, but at least this looks cool.
That fog was totally golden! :)

Now check what WZ's random fog generator gives in my case:
fog.jpg
fog.jpg (44.1 KiB) Viewed 167 times
by i-NoD
06 May 2019, 09:00
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 783
Views: 199066

Re: Models by MaNGusT (AR)

Technical question: How will this info be passed into the shader code? In the shader, you will preferably need three vectors (normal, tangent, bitangent) to create the per-vertex normal matrix. If you have two you can of course generate the third one through the cross product, although this might c...
by i-NoD
06 May 2019, 08:10
Forum: Artwork
Topic: New animation system is finally in
Replies: 60
Views: 16126

Re: New animation system is finally in

Yeah, everything else seems to work nicely, WMIT is really becoming a great tool :) A suggestion: Add a menu for attaching animation data to pie levels (see the .ani files in my zip) Available in latest version :) It took a while to figure out that your .pie factory has fans at center of universe.....
by i-NoD
27 Apr 2019, 07:55
Forum: Artwork
Topic: New animation system is finally in
Replies: 60
Views: 16126

Re: New animation system is finally in

Latest WMIT is capable of previewing regular model animation (one that is defined with ANIMOBJECT). I'm not sure what is the workflow to merge blender's script output into a PIE model... I suspect it involves a notepad :lol2: Is there a need (or utility) to allow merging .ani file into PIE model? I...
by i-NoD
16 Mar 2019, 20:46
Forum: Development
Topic: ImGui
Replies: 11
Views: 771

Re: ImGui

as far as I can tell, ImGui has the same major problem that Warzone 2100 currently has That's likely correct. ImGui is plugged directly (it bypasses whatever buffers WZ has) into same SDL polling system that WZ has, plus ImGui has no queue of its own AFAICT. Here is the method that accepts events f...
by i-NoD
15 Mar 2019, 10:34
Forum: Development
Topic: ImGui
Replies: 11
Views: 771

Re: ImGui

I have not looked at master at all, but I would expect frontend part to apply more or less cleanly due to completely un-invasive code, it should even work with vulkan, provided that you use proper imgui backend. Please feel free to give it a try, branch was mentioned above. Model rendering, on other...
by i-NoD
13 Mar 2019, 12:24
Forum: Development
Topic: ImGui
Replies: 11
Views: 771

ImGui

Hey everyone! Here is a preview of something I was playing around on for some time: a UI reimplementation using popular ImGui library. This awesome project allows one to convert UI as you go, without doing a full switch, so it's relatively easy to compare old and new versions and debug any issues. H...
by i-NoD
27 Jan 2013, 23:30
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 783
Views: 199066

Re: Models by MaNGusT (AR)

I can read the code, but I can't read your mind, especially since you did not document anything. What I am asking for is why you decided to change from the way Warzone does it, to the AABB stuff. What are the advantages? That's strange, because AABB and "TSCEN" stuff are actual wz code offloaded (o...
by i-NoD
26 Jan 2013, 00:06
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 783
Views: 199066

Re: Models by MaNGusT (AR)

So you imported the models into some 3D program before going through WMIT to get the tangents? I am still a bit confused by the MINMAX_TSCEN values. They do not match the values calculated within Warzone at all, so they must mean something different. But what is the difference? And why the differen...
by i-NoD
25 Jan 2013, 23:17
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 783
Views: 199066

Re: Models by MaNGusT (AR)

Question about the wzm mod - I see that it contains most (all?) of the PIE models converted to WZM, and with tangent values. How are these tangent values calculated? When I tried importing PIE and exporting WZM in WMIT, all my tangent values got out as zeroes and ones. That's correct behavior. Only...
by i-NoD
24 Jan 2013, 01:35
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 783
Views: 199066

Re: Models by MaNGusT (AR)

There was a special wzm mod with AR stuff for my try-out branch.

Weren't DS polys split in your PIE optimizer tool? Unlikely that they are preserved for WZM. Even if its so, WMIT disables such a "feature" in viewer.

Btw, 200+ saucers gives a good pressure on GFX part :)