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by MaNGusT
Yesterday, 23:58
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1605
Views: 398403

Re: Models by Jorzi (AR)

Jorzi, we need your help. To test new version of wmit we need the "clean" obj of factory without any mirrored stuff plus its anim data as it was done by you before importing to wmit, without any changes.
by MaNGusT
22 Apr 2019, 02:58
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 758
Views: 195680

Re: Models by MaNGusT (AR)

11.jpg
Artifact
by MaNGusT
16 Apr 2019, 19:15
Forum: Website feedback
Topic: Attachments are broken for me
Replies: 1
Views: 67

Attachments are broken for me

I can't attach more than one jpg at once to a post, it always deletes the first one and says - attachment is not available. :(
by MaNGusT
16 Apr 2019, 15:44
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 758
Views: 195680

Re: Models by MaNGusT (AR)

I've got an idea how to finally introduce tangent-space normal maps into wz engine without changing model format. Few years ago Vexed showed me that wz's renderer already supported smooth shading technique. This feature is enabled only for terrain because its mesh has enough polygons to look good wh...
by MaNGusT
14 Apr 2019, 18:18
Forum: Artwork
Topic: New animation system is finally in
Replies: 54
Views: 15395

Re: New animation system is finally in

Now WMIT works correctly. download :)
by MaNGusT
14 Apr 2019, 17:47
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1605
Views: 398403

Re: Models by Jorzi (AR)

because now it looks silly when the arm doesn't pivot around the shoulder. Same thing with gun barrels. We need more connectors. I was whining about this in 2012 :lol2: I believe that there are coders which could help us to add some eye-candies for new models, if they want ofc. :-) My idea about gu...
by MaNGusT
06 Apr 2019, 22:59
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1605
Views: 398403

Re: Models by Jorzi (AR)

Do you use the same place for arms as the original models have? I noticed that engine doesn't auto-connect such parts as left and right model of propulsion. So you have to move model to a right coords before export from blender. Same goes to dimensions of a model. Maybe cyborg's hands work the same ...
by MaNGusT
06 Apr 2019, 14:24
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1605
Views: 398403

Re: Models by Jorzi (AR)

Jorzi wrote:
06 Apr 2019, 10:31
might do some touch-ups still
Nah, it's just perfect overall. Maybe Lancer should be a bit darker. :)
by MaNGusT
04 Apr 2019, 22:33
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 758
Views: 195680

Re: Models by MaNGusT (AR)

Jorzi wrote:
04 Apr 2019, 22:07
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.
Maybe one day we will create shaders for different material types. :-)
by MaNGusT
03 Apr 2019, 22:37
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 758
Views: 195680

Re: Models by MaNGusT (AR)

Thank you. Could you check the pull request I created based on your comment PR 295 ? Seems that now everything is right. Note, to use premultiplied mode when making explosions an artist should place fire effect to rgb channels and smoke to alpha channel. Cyp had created an easy commandline tool for...
by MaNGusT
03 Apr 2019, 22:21
Forum: Development
Topic: WZ stuttering at constant 60 fps
Replies: 15
Views: 554

Re: WZ stuttering at constant 60 fps

Have you tried nvidia's vsync(fast) option?
by MaNGusT
31 Mar 2019, 22:48
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 758
Views: 195680

Re: Models by MaNGusT (AR)

well, I still can control shininess as global parameter via shader. It's enough for current use.
by MaNGusT
31 Mar 2019, 21:11
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 758
Views: 195680

Re: Models by MaNGusT (AR)

Well, I could until my English level allows. Just materials is no longer working and missing some info about pie flags for gfx effect that Cyp did for me Change new PIE modes to use flags: -Premultiplied uses TYPE xx4 -Additive uses TYPE xx1/xx2 to dis/enable -TYPE x0x (to not face the camera) -Roll...
by MaNGusT
31 Mar 2019, 20:49
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 758
Views: 195680

Re: Models by MaNGusT (AR)

I really don't know how it could be but it should be editable and optional at least per model or per mesh in ideal. also, it would be good to return back the emitter(afair it's called so; update: LIGHT_EMISSIVE) parameter of materials to work per mesh(level), coz currently all meshes of a model are ...
by MaNGusT
31 Mar 2019, 19:20
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 758
Views: 195680

Re: Models by MaNGusT (AR)

According to pie.md optional materials directive should be placed after connectors but it's wrong, it works as before and should be placed for every level after LEVEL # directive. Also, looks like shininess parameter is not working anymore. I don't see difference between value 10 and 128, while it h...