Search found 1032 matches

by MaNGusT
06 Jun 2019, 20:07
Forum: Mapping / Modding tools & discussions
Topic: WZ to Blender
Replies: 5
Views: 100

Re: WZ to Blender

1) Download WMIT 2) extract the necessary models(*model name*.pie) from base.wz(zip) or mp.wz that is located in wz install folder 3) extract textures for these models if needed 4) open extracted model in WMIT, setup its texture 5) save model to OBJ 6) import OBJ to blender 7) edit model 8) export e...
by MaNGusT
29 May 2019, 17:24
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 783
Views: 198527

Re: Models by MaNGusT (AR)

sneak peek on cube that has just 2 triangles per side. :ninja:
Spoiler:
by MaNGusT
23 May 2019, 18:59
Forum: Coding
Topic: Upgrade of graphics engine
Replies: 3
Views: 183

Re: Upgrade of graphics engine

Glad to hear good news. :-) So, we have two ways to go 1)just wait wz3.4.0 2)prepare PRs which would probably need adapting to new graphics code.
by MaNGusT
23 May 2019, 15:10
Forum: Coding
Topic: Upgrade of graphics engine
Replies: 3
Views: 183

Upgrade of graphics engine

We have possibilities to improve wz's engine and I just want to know do people and especially main coders need such help. We have already finished the small part of this work in PR338 . I created a new ticket to know should we continue to work on such improvements but no one answered yet. So I decid...
by MaNGusT
23 May 2019, 14:00
Forum: Balance
Topic: Unit designer limit
Replies: 15
Views: 356

Re: Unit designer limit

I wonder if large bodies should be more expensive or small bodies stronger, so people don't just pick the largest possible bodies most of the time. I think original wz's designers here played on default kid's logic "than bigger - then stronger". if the units look funny change the models to suit it'...
by MaNGusT
23 May 2019, 11:12
Forum: Balance
Topic: Unit designer limit
Replies: 15
Views: 356

Re: Unit designer limit

If you make restrictions, then everyone will play the same units - this is bad. I saw games from ru tournaments with skilled players - everyone use same tactics, same unit combinations and these combinations are not in restriction list. Skilled players always use only most balanced/powerful combina...
by MaNGusT
22 May 2019, 06:17
Forum: Balance
Topic: Unit designer limit
Replies: 15
Views: 356

Re: Unit designer limit

Iluvalar wrote:
22 May 2019, 01:33
Preventing them from mounting on an heavy body would be a huge nerf on any of those weapons. It imply a lot of changes in the game for this to be feasible.
I think, you got my idea in a wrong way. :)
-Heavy bodies can hold any weapons
by MaNGusT
21 May 2019, 20:25
Forum: Balance
Topic: Unit designer limit
Replies: 15
Views: 356

Re: Unit designer limit

Is dragon tracks machinegun not a silly combination? I don't like design of both super-heavy bodies. So now I talk only about units available in campaign. Btw would you be interested in porting wz to the Spring engine? I.e. producing much more higher quality artwork? nope, I have enough ideas to im...
by MaNGusT
21 May 2019, 09:43
Forum: Balance
Topic: Unit designer limit
Replies: 15
Views: 356

Unit designer limit

I post here because my idea probably touches balance stuff. Currently a player can design a unit as he want just by combining different techs. Some combinations look really stupid/funny. As an artist I don't want too see such things in game. The game must be stylish in all visual aspects. I suggest ...
by MaNGusT
19 May 2019, 21:01
Forum: Artwork
Topic: Optional NORMALS directive in PIE format
Replies: 2
Views: 121

Re: Optional NORMALS directive in PIE format

Thank you. It currently works fine but I'm not satisfied with all these inverts in shaders. I'm sure shaders have to be clearly readable to any person which can join in wz's development. We have enough time before 3.4.0 to find the problem of it in wz's code. Probably it's because of sun positioned ...
by MaNGusT
19 May 2019, 18:12
Forum: Artwork
Topic: Optional NORMALS directive in PIE format
Replies: 2
Views: 121

Optional NORMALS directive in PIE format

I want to present you a new graphic feature for WZ's artists. It will allow us to use modern and flexible tangent-space normal maps. object space normal map 21 (1).jpg tangent-space normal map 21.jpg I added a lot of details in 2d image editor and spent several minutes on it, instead of hours of 3d ...
by MaNGusT
14 May 2019, 10:46
Forum: Campaign
Topic: Should we use dark unexplored tiles again for campaign?
Replies: 4
Views: 205

Re: Should we use dark unexplored tiles again for campaign?

as for me, I like when an area is black. Just used to coz other rts games use it.
by MaNGusT
12 May 2019, 12:56
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 783
Views: 198527

Re: Models by MaNGusT (AR)

Berserk Cyborg wrote:
12 May 2019, 06:27
It turns the whole desert into shiny gold dirt!
whoa! :shock: Could its brightness be lowered 2x or even 4x to get more nice picture?
by MaNGusT
10 May 2019, 12:45
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 783
Views: 198527

Re: Models by MaNGusT (AR)

First results with updated PR338 and tangent space normal maps. Works pretty well, need to fix some bugs though.
11.jpg
12 (1).jpg
12 (1).jpg (94.23 KiB) Viewed 220 times
12.jpg
by MaNGusT
08 May 2019, 10:39
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1610
Views: 402638

Re: Models by Jorzi (AR)

we need your clean obj of factory WITH smooth groups(at least 2) and tangent normal map for tests :-)