Models by Jorzi (AR)

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

Post by IgorBrehm »

:D thanks you saved my 18 hours on it :lol2:
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Re: Models by Jorzi (AR)

Post by IgorBrehm »

Why does in the AR website that i enter every day dont have any new posts in the forum and the trunk download dont works? I really wold like to be able to download the new graphics :lol2:
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Re: Models by Jorzi (AR)

Post by Jorzi »

The thing is:
We have quite a collection of models that use normal maps, but only my models use object space normal maps that can be easily implemented in the shader without requiring a lot of (external pre-calculated) per-vertex data like tangents, bitangents and vertex normal interpolation.
The other models use tangent space normal maps, which cannot be used for the time being. While a new file format supporting them is planned, it's currently quite far away since the developers are prioritizing more pressing concerns (which I totally understand).
This means even if all the artwork was already finished, we wouldn't be able to release our mod the way we wanted, so our project is pretty much in a waiting state. This means that we may make some stuff whenever we feel like it, but there's not really that much to discuss and mostly we're just waiting for a new model format and export tool.
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Re: Models by Jorzi (AR)

Post by IgorBrehm »

thank you for the info :lol2:
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Re: Models by Jorzi (AR)

Post by Jorzi »

Not much progress lately because of studies.
I got started on the trike, though. Lowpoly done and a bit of hipoly progress.
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trike1.jpg
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Re: Models by Jorzi (AR)

Post by Jorzi »

finished some texturing on the jeep tonight...
I'll probably join this texture with the buggy texture so that I can reuse the missile battery on the buggy.
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jeep5.png
jeep4.jpg
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Rider
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Re: Models by Jorzi (AR)

Post by Rider »

Those are very sexy :D
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Olrox
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Re: Models by Jorzi (AR)

Post by Olrox »

Really nice :D
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Iluvalar
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Re: Models by Jorzi (AR)

Post by Iluvalar »

Are you sure having 2 jeeps with the weapon melded is the way to go ? I think it would be easy to had the weapon on top of the body like every other bodies with a connector.
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Re: Models by Jorzi (AR)

Post by Jorzi »

Thanks guys :)
@Iluvalar: I'm just replacing the old models, which happen to be structured like this. I can send you .pies with separate turrets for scavs if you would like to experiment ;)

By the way, I finally managed to assemble some kind of stable release for my mod, you can download it here:
shadermod_1.0.gmod.wz
-featuring rocket/mg buggies and jeeps
-problem with untargetable bunkers fixed
-I may have forgotten something, but it has all my currently finished stuff :)

Edit: added screenshot
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shadermod_1_screenshot.jpg
Last edited by i-NoD on 02 Oct 2011, 18:54, edited 1 time in total.
Reason: fixed url tag
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Re: Models by Jorzi (AR)

Post by i-NoD »

Very nice models :)
But looks like vertex shader is a bit different from what fragment one expects...
That one works for me
tcmask.frag.zip
(959 Bytes) Downloaded 300 times
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Iluvalar
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Re: Models by Jorzi (AR)

Post by Iluvalar »

Jorzi wrote:Thanks guys :)
@Iluvalar: I'm just replacing the old models, which happen to be structured like this. I can send you .pies with separate turrets for scavs if you would like to experiment ;)
Of course I like to experiment ! But I'm experimenting with 2.3 (for the reasons you know). Keep that separated pie around. I'm 100% sure one day that little hapax will be fixed and the jeep and weapon will be splitted as everything else.
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Re: Models by Jorzi (AR)

Post by IgorBrehm »

8) 8) 8) 8) 8) 8)
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Corporal Punishment
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Re: Models by Jorzi (AR)

Post by Corporal Punishment »

Just wondering: Would it be very hard to put a gunner in the back of the MG Jeep? The rocket launcher can reasonably be expected to be controlled by the driver, but not the M2, really. It's just one of those little things I always found annoying.
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Re: Models by Jorzi (AR)

Post by Jorzi »

It would be possible, although it would almost double the polycount as well as drastically increase the required texture space. The problem with human figures is that with my current shading I'll have to use separate texture space for each scav soldier in a different pose.
I could, however, experiment with high polycounts and see how much they affect game performance.
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