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Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 25 Feb 2017, 17:34
by Yome--
  • page-7-barbarians-arizona.png : not yet finish - but nearly...
  • page-29-features-arizona.png : not yet finish, about to...

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 25 Feb 2017, 17:43
by Yome--
And the Textures.

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 25 Feb 2017, 17:45
by Yome--
Textures...

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 25 Feb 2017, 17:48
by Yome--
The two last :D

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 25 Feb 2017, 17:57
by Yome--
Missing this one : FX for PowerRessources :D

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 25 Feb 2017, 19:28
by Yome--
Do i forgot the sky.... :hmm:

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 26 Feb 2017, 00:58
by Berg
very interesting terrain

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 26 Feb 2017, 10:34
by Jorzi
I like the night feel of these textures, and overall, very high quality. The cliffs are still maybe a tiny bit too big though, at least when compared to the overall scale of units and buildings. Also, I liked the slightly irregular outlines of building bases, how come you took them away? :)

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 27 Feb 2017, 13:02
by Yome--
Jorzi wrote: I like the night feel of these textures, and overall, very high quality.
Thanks, it takes ages to get and compose them (basically, all images are free of courses !)
Jorzi wrote: The cliffs are still maybe a tiny bit too big though, at least when compared to the overall scale of units and buildings.
Jorzi wrote: Also, I liked the slightly irregular outlines of building bases, how come you took them away? :)
Oh, justfind 'em a little to much dark and "too quickly done" (was the first try) - so maybe i can mix them.

And, as I changed to GIMP, i've not redo the same works (not quite easy to go to a new software - thx to the GIMP moding, i could have change the keyboard shortcuts, Photoshop ones, which save my time !)


By the way, I do some new thing this week end, lot of FX changes - which are pretty nice;-)

@Jorzi/ARmod : can we plan to mix our job ? (....oooooch)

@Team : why ARmod is not in the release ?????

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 27 Feb 2017, 13:26
by Yome--
New Explosion FX (make the game so... HoT !!! :twisted: :shock: :twisted: :P )


New Artifact Indicator, also animated =D

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 27 Feb 2017, 13:29
by Yome--
New Ennemy Indicator color (I wondered why those circles were green - green is for cool thing, isn't :hmm:

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 01 Mar 2017, 05:25
by Berg
Just curiosity what is the frame rate of this mod when playing?
And what graphics card to you run?
Will this run on older PC's

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 01 Mar 2017, 17:02
by Yome--
Hi Berg,

What is the command to show it ?

Currently, i'm working on a iMac (late 2012), i5 2.9Ghz. with 8Go

Video Card is an Nvidia GeForce GTX 660M with 512 Mo.

So, I do not know exactly what happens on other system.

I'm playing with full screen ==> 2560x1440 (! this is a 27'') and sometimes there are some "block"moving which make the screen blink (view few times, and got plenty of applications open ;-)

So, actually, the only thing i've done is to "rework"the initial png -- no 3D (this not my concern here =D )

I got lot of update to upload (lot of works done this last days), and i probably put the wz file directly.

My issue is I actually use the ARmod as basis/support for the wz file (do not no why, but if i put my own only ARmod is load, not mine).
So actually, the zip (ARmod beta1 + Ymod) is near about 90Mo.

So, i will put my own wz but with not the ARmod stuff -- which make my mod a little more "alone and isolated" =D


----

Yome

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 01 Mar 2017, 17:30
by NoQ
What is the command to show it ?
showfps

Though i agree that textures barely affect it on modern hardware.

Re: New Gfx - Beta1 [TO be Used with ARmod]

Posted: 01 Mar 2017, 18:28
by Yome--
Thank NoQ :3

(by the way, are you the NoQ whom has post some video on youtube ?)

Actually my FPS is high : between 80, up to 150, average is nearly 100 FPS

Options :
- no shadow (they are buggy =D )
- Full screen - 2560x1440
- Textures size 1024 (do not see difference if i go to 2048)
- FSAA x8
- Shaders ON

png files are of courses a little bigger - particularly for the "fx" ones, which are in indexed mode. I changed this for the new ones (not yet all resampled and changed -- again, a lot of job here)

I've, also, got a lot of question about coordinates of things, and how to add thing, and so... since documentation is something rare ;-) i've lot of blocking points.

For example, it is possible to change the interface UI (not just only icons, borders and so), but the positionning -- look at my screenshots how far things are - take age to go to the minimap to the command panel (even with shortcuts we have to go to one panel to another one - but here it takes ages !! ;-)