Models by MaNGusT (AR)

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

Post by Jorzi » 01 Mar 2020, 12:30

OK, I found the reason why the reflection wasn't moving, wmit.vert row 64:

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halfVec = normalize(lightDir) + normalize(-eyeVec);
I had to normalize lightDir and eyeVec, since they are not unit vectors. It seems to me that eyeVec was very small compared to lightDir and thus the half vector was shifted almost entirely towards lightDir. Not sure why I had to invert eyeVec though... oh well, such is life with wz's coordinate system.

Also one thing that I mentioned some time in the distant past, is the way lightDir is calculated. All of warzone's shaders calculate it as

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lightDir = lightPosition.xyz - vVertex;
This is the calculation for a point light. Then the position of the light is moved far, far away to simulate the sun, whose light rays are (for our purposes) perfectly parallel. This reduces the contribution of vVertex to the point where the result is identical with

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lightDir = lightPosition.xyz;
which is the code for a directional light, i.e. what we all wanted in the first place, except with this code you don't need to give it a huge magnitude.

Edit:
It seems like I have too many versions of the shaders and these issues have already been addressed in other shaders I have which I think are from you XD
ImageImage
-insert deep philosophical statement here-

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MaNGusT
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Re: Models by MaNGusT (AR)

Post by MaNGusT » 02 Mar 2020, 02:21

Jorzi wrote:
01 Mar 2020, 12:30
It seems like I have too many versions of the shaders and these issues have already been addressed in other shaders I have which I think are from you XD
Yep, I've fixed this already. Just checkout the latest version in AR svn(they work right only in WMIT). :P
I thought that you received auto-mails when I commited changes. :o

Is this because you want them to be unshaded, since the lighting is built into the texture?
exactly. also they are too low poly to have good pixel lighting. Ofc, we could move all the possible light calculations to fragment shader to get the best result in cost of performance, but.. the visual difference is so trivial that I'm even lazy to compare its impact to performance.

Also one thing that I mentioned some time in the distant past, is the way lightDir is calculated. All of warzone's shaders calculate it as

Code: Select all

lightDir = lightPosition.xyz - vVertex;
This is the calculation for a point light. Then the position of the light is moved far, far away to simulate the sun, whose light rays are (for our purposes) perfectly parallel. This reduces the contribution of vVertex to the point where the result is identical with

Code: Select all

lightDir = lightPosition.xyz;
which is the code for a directional light, i.e. what we all wanted in the first place, except with this code you don't need to give it a huge magnitude.
You're right. I need to check the difference but as far as I remember vVertex = 0 and wz uses directional light in code for lightPosition.
I also remember that I-Nod said that code for wz's sun is very strange and have a lot of multiplies which he didn't understand at first look.
Last edited by MaNGusT on 02 Mar 2020, 02:52, edited 2 times in total.
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pastdue
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Re: Models by MaNGusT (AR)

Post by pastdue » 02 Mar 2020, 02:24

MaNGusT wrote:
02 Mar 2020, 02:21
Jorzi wrote:
01 Mar 2020, 12:30
It seems like I have too many versions of the shaders and these issues have already been addressed in other shaders I have which I think are from you XD
Yep, I've fixed this already. Just checkout the latest version in AR svn(they work right only in WMIT). :P
I thought that you received auto-mails when I commited changes. :o
If changes are needed to the shaders built-in to WZ, please post them in the gfx_api PR: https://github.com/Warzone2100/warzone2100/pull/489

I'll make sure to get them included (and ported to Vulkan!)

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MaNGusT
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Re: Models by MaNGusT (AR)

Post by MaNGusT » 02 Mar 2020, 02:36

pastdue wrote:
02 Mar 2020, 02:24
If changes are needed to the shaders built-in to WZ, please post them in the gfx_api PR: https://github.com/Warzone2100/warzone2100/pull/489
Don't worry, Jorzi is just checking shaders that we did with I-Nod. If we will find something new to adjust, we will post it to vulkan PR :-)
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MaNGusT
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Re: Models by MaNGusT (AR)

Post by MaNGusT » 25 May 2020, 01:57

Latest updates :)
Untitled.png
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Black Project
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Re: Models by MaNGusT (AR)

Post by Black Project » 25 May 2020, 02:06

I'm really liking this new stuff. They look graphically better than vanilla stuff, yet they don't deviate much from the original material.

Just a question: will all these models be included in a future release of the game?

pastdue
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Re: Models by MaNGusT (AR)

Post by pastdue » 25 May 2020, 02:10

My hope would be that we can eventually integrate a "Classic vs Remastered" graphics option into WZ, so folks can easily choose between "classic" graphics and these fantastic ARmod graphics.

Lord High Unggoy
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Re: Models by MaNGusT (AR)

Post by Lord High Unggoy » 25 May 2020, 04:08

I downloaded the Art Revolution Mod again for the new model updates, but nothing seems to have changed?

I'm just waiting for the Scavenger Factory to be redone, along with their walls, towers and infantry. I will be a very happy person when that becomes a reality.
Last edited by Lord High Unggoy on 25 May 2020, 06:59, edited 1 time in total.

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MaNGusT
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Re: Models by MaNGusT (AR)

Post by MaNGusT » 25 May 2020, 08:13

Lord High Unggoy wrote:
25 May 2020, 04:08
I downloaded the Art Revolution Mod again for the new model updates, but nothing seems to have changed?
All new models will work only in a future build of wz(3.4.0 ?). So, to try 'em out, you need to download latest build of vulkan PR and also download latest SVN snapshot of ARmod, then rename it to *.wz :-)
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speedsterharry
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Re: Models by MaNGusT (AR)

Post by speedsterharry » 25 May 2020, 10:39

Superb work ! Eager to see those graphics included in the main game, possibly with an option to drop back to low-res like pastdue suggests

Lord High Unggoy
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Re: Models by MaNGusT (AR)

Post by Lord High Unggoy » 25 May 2020, 16:29

MaNGusT wrote:
25 May 2020, 08:13
All new models will work only in a future build of wz(3.4.0 ?). So, to try 'em out, you need to download latest build of vulkan PR and also download latest SVN snapshot of ARmod, then rename it to *.wz :-)
Any idea when this future build will be available? I've been using the Stream version, which I assume is the newest build.

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MaNGusT
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Re: Models by MaNGusT (AR)

Post by MaNGusT » 25 May 2020, 16:45

Any idea when this future build will be available?
Have no idea. I know that it's just "planned".
I've been using the Stream version, which I assume is the newest build.
no. the newest and only true version can be downloaded only from wz2100.net
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Lord High Unggoy
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Re: Models by MaNGusT (AR)

Post by Lord High Unggoy » 26 May 2020, 01:50

MaNGusT wrote:
25 May 2020, 16:45
no. the newest and only true version can be downloaded only from wz2100.net
Oh, so you guys didn't put that on Steam? Gotcha. Is there a thread with all the changes of the current build compared to the one on Steam? I am downloading the wz2100.net version when I get home, but I was hoping I could see how different it'll be compare to what I have been playing.

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MaNGusT
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Re: Models by MaNGusT (AR)

Post by MaNGusT » 26 May 2020, 08:15

Is there a thread with all the changes of the current build compared to the one on Steam?
No one knows what the author of steam version changed in his build of wz. :wink:
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pastdue
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Re: Models by MaNGusT (AR)

Post by pastdue » 26 May 2020, 17:24

If you'd like to see a list of the many, many improvements since 3.3.0, they are available in two forms:

A changelog file (which is manually written, and isn't fully up-to-date):
https://github.com/Warzone2100/warzone2 ... /ChangeLog

The commit log on GitHub:
https://github.com/Warzone2100/warzone2 ... 0...master

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