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
Search found 294 matches
- 24 Jan 2013, 01:35
- Forum: Artwork
- Topic: Models by MaNGusT (AR)
- Replies: 870
- Views: 6353065
- 23 Jan 2013, 23:34
- Forum: Artwork
- Topic: Models by MaNGusT (AR)
- Replies: 870
- Views: 6353065
Re: Models by MaNGusT (AR)
If you could just document a few of the things you did on WZM, then perhaps that work would not be wasted, and we can get WZM models into the game with just a tiny bit more work. MINMAX_TSCEN - what does it mean, and what does its values mean in relation to the standard iIMDShape minmax values (ie ...
- 21 Jan 2013, 23:36
- Forum: Artwork
- Topic: Models by MaNGusT (AR)
- Replies: 870
- Views: 6353065
Re: Models by MaNGusT (AR)
As for i-nod's branch... It is interesting, but it seems to need some work before it can be merged, and i-nod as far as I can tell has not expressed any interest in doing this or having it merged. Hi, Well... considering how time-consuming (partly because of no prior knowledge) for me and AR team w...
- 08 Sep 2012, 14:42
- Forum: Artwork
- Topic: Models by MaNGusT (AR)
- Replies: 870
- Views: 6353065
Re: Models by MaNGusT (AR)
No idea what the wzm branch does¹, or whether or not it's considered² ready for merging to master, but it seems almost³ trivial to merge current master into it: https://github.com/Cyp/warzone2100/commits/wzm The result compiles, and seems to run⁴. ________________ ¹ Other than by reading this threa...
- 22 Mar 2012, 17:20
- Forum: 1.x
- Topic: Warzone 2100 Redemption
- Replies: 20
- Views: 47698
Re: Warzone 2100 Redemption
BTW: any suggestions for a cross-platform sound library or networking library? OpenAL seems to be a fine solution for cross-platform sound even for current wz, just "borrow" the code maybe? And last question, need someone to point me to anything that will create, convert, or work with the...
- 22 Mar 2012, 01:03
- Forum: News and announcements
- Topic: 3.1 beta7 has been released!
- Replies: 75
- Views: 63008
Re: 3.1 beta7 has been released!
I'm wondering too... Is Larabel whining too much lately or what?zany wrote:what?cybersphinx wrote:Read too much Phoronix?Per wrote:zany - what the heck is wrong with you?
- 20 Mar 2012, 15:09
- Forum: Artwork
- Topic: Terrain Textures
- Replies: 547
- Views: 472670
Re: Terrain Textures
i-NoD, I'm not sure what you're saying. The point of the sub division was to make texture transitions and shadows more defined, to reduce the blurriness and make the cliffs look like they are where they are. I used the 512 sized textures in 3.1. I realise I stretched them over 4 tiles, while WZ app...
- 19 Mar 2012, 15:46
- Forum: Artwork
- Topic: Terrain Textures
- Replies: 547
- Views: 472670
Re: Terrain Textures
If anyone is interested in the difference between 16 triangles and 4, this is something I tested in FlaME, compared with current. Would be nice to see PNGs when comparing :wink: Bumping sub-division count without using same-scale terrain type source gives visually nothing. Do FlaME use "4 x te...
- 16 Mar 2012, 14:09
- Forum: Coding
- Topic: Cluster system
- Replies: 5
- Views: 3019
Re: Cluster system
No one told that one may only use that code in sp, simply put this code just idling when called from mp or skirmish. Here is the entry point for droid: void clustNewDroid(DROID *psDroid) Look into it, the only way for droid to be added is when current apsDroidLists has non-default cluster. Now you h...
- 16 Mar 2012, 13:55
- Forum: Artwork
- Topic: Terrain Textures
- Replies: 547
- Views: 472670
Re: Terrain Textures
My point was: I don't see how cliffs are exact bound if they are not. In sample one 2.3 has a sand tile on cliff's top, but in master it completely gone, are they equal?effigy wrote:I don't see anything wrong with sample 1, but in sample 2 you've captured a place where plateaus are ambiguous.
- 16 Mar 2012, 03:20
- Forum: Coding
- Topic: Cluster system
- Replies: 5
- Views: 3019
Re: Cluster system
What makes you think its in mp?
- 16 Mar 2012, 02:07
- Forum: Coding
- Topic: Cluster system
- Replies: 5
- Views: 3019
Re: Cluster system
Aren't those for sp remote missions?
Keeps your droid/buildings aside from homebase forces.
Keeps your droid/buildings aside from homebase forces.
- 16 Mar 2012, 01:55
- Forum: Artwork
- Topic: Terrain Textures
- Replies: 547
- Views: 472670
Re: Terrain Textures
That passage about exact bound cliffs is a mystery to me... :hmm: Usually one can consult directly with code . I can see water vs terrain, but terrain case doesn't directly distinguish cliff vs anything other, its just a blended layer as anything else. If you compare 2.3 vs 3.1/master you can see th...
- 15 Mar 2012, 17:56
- Forum: Artwork
- Topic: Terrain Textures
- Replies: 547
- Views: 472670
Re: Terrain Textures
how difficult would it be to use per-tile alpha masks on the texture blending? That would require separating blended tiles into distinct terrain renderer path. Like drawing all single layered tiles as is with current renderer, and then draw with blend all mixed tiles with additional mask texture. O...
- 14 Mar 2012, 15:06
- Forum: Artwork
- Topic: Models by MaNGusT (AR)
- Replies: 870
- Views: 6353065
Re: Models by MaNGusT (AR)
There is fog removal thread viewtopic.php?f=6&t=8521&start=15#p88937