Search found 1961 matches

by Jorzi
29 Nov 2019, 11:07
Forum: Balance
Topic: How do you beat rocket+mgs?
Replies: 3
Views: 615

Re: How do you beat rocket+mgs?

Don't know if the balance has changed, but last time I played, cannon + mortar worked equally well. However the nullbot doesn't play this combo as well as a human player, because it likes to play very conservatively and can easily be tricked into retreating. Lancer has great burst firepower and good...
by Jorzi
29 Jul 2019, 10:33
Forum: Addon discussions
Topic: Art Revolution mod. Latest release: January, 2015
Replies: 220
Views: 141873

Re: Art Revolution mod. Latest release: January, 2015

Hi BenevolentX, glad you were able to run the mod. I think the slowdown you experienced with lots of units moving might be due to the shadow casting. I think the hotkey to disable shadows ingame was alt+s. The problem is the shadow mesh is generated on the CPU and the whole code is totally single-th...
by Jorzi
07 May 2019, 16:57
Forum: Artwork
Topic: New animation system is finally in
Replies: 66
Views: 23786

Re: New animation system is finally in

Hi, sorry, in retrospect mixed up the two ways of doing it because I tried both approaches. Approach 1: place origin at world origin, rotate and inverse translate the object for every frame. Approach 2: place origin at pivot, translate object to the proper position and then just rotate it for each f...
by Jorzi
07 May 2019, 16:48
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 784
Views: 220822

Re: Models by MaNGusT (AR)

Nice :) Also, I see you got fog to work again :bow2:
by Jorzi
05 May 2019, 10:05
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1610
Views: 428866

Re: Models by Jorzi (AR)

Did some progress on the repair facility
by Jorzi
02 May 2019, 15:49
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 784
Views: 220822

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 ca...
by Jorzi
02 May 2019, 13:11
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 784
Views: 220822

Re: Models by MaNGusT (AR)

Hi I remember we did some tangent space stuff successfully in the wzm branch. One problem is each program calculates smooth normals slightly differently, so this was solved by including vertex normals and bitangents in the vertex definition. Are you suggesting that this is included into the pie form...
by Jorzi
01 May 2019, 19:57
Forum: Artwork
Topic: New animation system is finally in
Replies: 66
Views: 23786

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)
by Jorzi
01 May 2019, 16:10
Forum: Artwork
Topic: New animation system is finally in
Replies: 66
Views: 23786

Re: New animation system is finally in

Hi, interesting bug, the factory is turned the right way, but subsequent appended meshes are still flipped
by Jorzi
01 May 2019, 15:52
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 784
Views: 220822

Re: Models by MaNGusT (AR)

Good stuff man :)
by Jorzi
01 May 2019, 15:51
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1610
Views: 428866

Re: Models by Jorzi (AR)

Hi
sorry guys I have been busy, here are the files :)
by Jorzi
14 Apr 2019, 11:08
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1610
Views: 428866

Re: Models by Jorzi (AR)

I got them fixed by moving the geometry, but stuff like this needs to be unhardcoded, because now it looks silly when the arm doesn't pivot around the shoulder. Same thing with gun barrels. We need more connectors.
by Jorzi
06 Apr 2019, 20:41
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1610
Views: 428866

Re: Models by Jorzi (AR)

Exported them to the game, noticed that the placement of the gun arm seems to be hardcoded and doesn't respect the connector location. The vertical placement of the cyborg body seems to be hardcoded as well, can any developer give some insight into this? Overall I'm quite satisfied with their look t...
by Jorzi
06 Apr 2019, 10:31
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1610
Views: 428866

Re: Models by Jorzi (AR)

Texturing pretty much done, might do some touch-ups still
by Jorzi
04 Apr 2019, 22:07
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 784
Views: 220822

Re: Models by MaNGusT (AR)

I think having global shininess etc parameters are perfectly fine. If we need support for a model with exceptional parameters beyond what the textures can a chieve, we can simply define a new custom shader.