Models by MaNGusT (AR)

Improving the artwork in Warzone2100 - not for mod discussions
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MaNGusT
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Re: Models by MaNGusT (AR)

Post by MaNGusT » 10 Sep 2012, 11:03

HorusWM wrote:I pm a link to MaNGusT. Expose it under the CC-BY-SA-3.0 + GPLv2 license and permission to use this model for AR Project and wz2100 Resurrection Project pointing me as an author.
Again thank you very much for your contributing! :3
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Re: Models by MaNGusT (AR)

Post by macuser » 19 Sep 2012, 00:43

O! wow amazing. Best viper ive seen yet.
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Re: Models by MaNGusT (AR)

Post by Andrie » 19 Sep 2012, 15:54

@HorusWM I never seen a better textured and modeled viper! :wink:

P.S. with what 3D modeling editor did you use? :...:
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Re: Models by MaNGusT (AR)

Post by HorusWM » 26 Sep 2012, 12:11

Andrie wrote:with what 3D modeling editor did you use? :...:
3ds max but it does not matter in which the editor. Maya or Blender may all the same.

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Re: Models by MaNGusT (AR)

Post by MaNGusT » 16 Jan 2013, 17:25

I've seen in last commits that Per updates graphic's code. Are you just fixing some stuff or you're improving it to a new state?
Anyway, I just want to remind devs about this.
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Re: Models by MaNGusT (AR)

Post by Per » 16 Jan 2013, 18:39

MaNGusT wrote:I've seen in last commits that Per updates graphic's code. Are you just fixing some stuff or you're improving it to a new state?
Anyway, I just want to remind devs about this.
I'm trying to make Warzone run under OpenGL ES 2. I hope to improve some things in the process.

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. I only learned about this work from you.

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Re: Models by MaNGusT (AR)

Post by MaNGusT » 16 Jan 2013, 18:54

Per wrote:
MaNGusT wrote:I've seen in last commits that Per updates graphic's code. Are you just fixing some stuff or you're improving it to a new state?
Anyway, I just want to remind devs about this.
I'm trying to make Warzone run under OpenGL ES 2. I hope to improve some things in the process.

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. I only learned about this work from you.
It works fine, as Cyp said it'll be very easy to merge.

Yes, I-Nod will no longer support me with code improvements, he's very busy.
Anyway, he did the all I was asking for:
-updated the wmit
-added tangent space normal mapping support to wz and wmit
-compiled test build of wz with the new features.

I want to say that with new shaders wz looks even better than I thought.
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Re: Models by MaNGusT (AR)

Post by Per » 16 Jan 2013, 19:53

It may be easy to merge in a technical sense, but that does not mean it is ready to be merged. For example, like any change of some size, it is likely to have bugs.

I think it is generally a bad idea, perhaps even impolite, to merge someone's test branch behind their back, when they are not around to fix problem with it or explain how it was meant to work or what the design ideas behind it were.

I barely even have any idea what changed in the WZM format after I stopped working on it. For example, the texture animation support I designed into the original was far from ideal (based on multiple texture arrays; it should have used multiple index arrays instead). Don't know if anyone changed that to something better. Don't know if there is an up to date WZM format specification anywhere, either.

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Re: Models by MaNGusT (AR)

Post by MaNGusT » 16 Jan 2013, 20:18

Per wrote:I think it is generally a bad idea, perhaps even impolite, to merge someone's test branch behind their back, when they are not around to fix problem with it or explain how it was meant to work or what the design ideas behind it were.
I think he doesn't care about what you will do with his code. He did this work to help AR and especially me. Some info is listed here.
I'll try to ask him to go to the forum, anyway.
I barely even have any idea what changed in the WZM format after I stopped working on it. For example, the texture animation support I designed into the original was far from ideal (based on multiple texture arrays; it should have used multiple index arrays instead). Don't know if anyone changed that to something better. Don't know if there is an up to date WZM format specification anywhere, either.
In wzm branch the texture animation support was cutted for wzm format because it's not needed for what wzm models should be used (new shaders support, bone animation) but we still have pie3 format that could be used to support obsolete features like wz's texture animation(gfx, cyborgs).
While gfx effects still have a chance to continue getting support(thx Cyp for his premult tool and code tweaks)(I don't think you are ready to implement a new particle system), cyborgs' animation is completely obsolete and must be replaced by the bone animation.
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Re: Models by MaNGusT (AR)

Post by MaNGusT » 16 Jan 2013, 23:59

Is there a restriction for effect's pies to only have the pie2 format?
I'm trying to load pie3 model for gfx effect and get this:

Code: Select all

D:\Games\Warzone 2100-3.1.0\warzone2100.exe caused an Integer Divide By Zero at location 005fcfad in module D:\Games\Warzone 2100-3.1.0\warzone2100.exe.
Update:
Yes, there is a restriction. Pie2 gfx model works fine.
Last edited by MaNGusT on 17 Jan 2013, 00:37, edited 2 times in total.
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Re: Models by MaNGusT (AR)

Post by Per » 17 Jan 2013, 00:33

Yes, PIE3 has floating point values that break sync, because they are used to calculate the bounding box/sphere. I am looking into a way around that.

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Re: Models by MaNGusT (AR)

Post by MaNGusT » 17 Jan 2013, 00:39

btw, do we have a texture animation editor for wz except pie slicer?
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Re: Models by MaNGusT (AR)

Post by Per » 18 Jan 2013, 00:59

I have no idea. If Berg is around, maybe he can say what he used.

Do you know how the new WMIT imports tangent / bump map data? I don't see how that is done. Also, any idea what the new MINMAX_TSCEN line in WZM version 3 is? Or how team colours are implemented?

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Re: Models by MaNGusT (AR)

Post by MaNGusT » 18 Jan 2013, 11:25

Per wrote:Do you know how the new WMIT imports tangent / bump map data?
AFAIR, It calculates tangent in shader. I-Nod made all things configurable in shaders that are necessary for artists.

TSCEN is something that is used to scale models correctly.(not sure) EDIT: or it's the specified center of the model.
about TC, I need an access to my home PC to read logs about wmit's debugging. :) it will be in 4 hours.
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Re: Models by MaNGusT (AR)

Post by Jorzi » 18 Jan 2013, 14:42

If I remember correctly, wmit calculates tangents & bitangents using the standardized mikktspace algorithm. It doesn't, however, calculate normals, but imports them with the models (so blender users need to check the "include normals" option when exporting obj)
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