Models by Jorzi (AR)

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

Post by aliswe » 04 May 2020, 23:30

In the specific case of the twin barreled MG, I believe that optimally there should be two muzzle flashes, it's not like the flash should necessarily be totally invisible when the other's firing.

But that's missing your point, ofc. We discussed the need for ability of disabling but didn't find any usecase currently, so we merged it directly.

Should we perhaps have some way of putting parameters in an animation, or in fact in any different directive of the PIE file.

One suggestion could be that the last part in any directive allows a ({}) containing meta data in JSON format.

Then we can perhaps finally get out of the positional parameters which is VERY cumbersome and unituitive... I mean like 123,14,235,36,236,36,...

In this example, we could perhaps specify:

Code: Select all

ANIMOBJECT 60 0 25 ({interpolation: "none"})
          0           0       0       0       0       0       0     1.0    1.0    1.0
          1           0       0     544       0       0       0     1.0    1.0    1.0
Or even on a specific frame, would be OK.

Now, we start to see other possibilities, such as adding different types of easing to the interpolation, or what about bones and rigging? What if we want to add inverse kinematics. That would be on a LEVEL i guess:

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LEVEL 1 ({kinematics: "inverse", "pole_target": [40,122,60], "pole_angle": 180, influence: 0.5})
POINTS 56
	-52 7 22
	51 7 22
	51 7 -21
BTW, what about a droid with RASTA BEADS? ok that's overboard ...

Jorzi
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Re: Models by Jorzi (AR)

Post by Jorzi » 05 May 2020, 17:33

I think that the ability to choose "linear" and "none" are all we need. Anything fancier can simply be done in e.g. blender and it will generate the extra keyframes for you
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Lord High Unggoy
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Re: Models by Jorzi (AR)

Post by Lord High Unggoy » 13 May 2020, 19:02

I love to see that the community is still alive. I didn't even know this game had a community until a few days ago.
Jorzi, keep up the good work man, the Art Revolution project is awesome. You guys have done some awesome work.

Lord High Unggoy
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Re: Models by Jorzi (AR)

Post by Lord High Unggoy » 14 May 2020, 06:48

@Jorzi
Any new updates for us? I noticed the new minor update for the Art Revolution mod today.
Can't wait to have all of the Scavenger stuff updated. The vehicles look amazing

Jorzi
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Re: Models by Jorzi (AR)

Post by Jorzi » 31 May 2020, 08:59

I've been thinking about animating the propulsion models, but first I had to make consistent specularity maps for them. Made painted surfaces and tires semigloss, bare metal and scratches glossy, and crevices and dirt matte. I'm thinking about reusing some of the textures across models, especially wheels, but maybe the track patterns as well, if we make them tangent space. If they are to be animated I also have to remove any baked-in directional lighting or ambient shadows.
Attachments
propulsions_anim.png
ImageImage
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MaNGusT
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Re: Models by Jorzi (AR)

Post by MaNGusT » 31 May 2020, 10:11

At least you could keep self-shadowing for animated parts.
Using one texture is a good idea but then there should be support of sub-object materials to use 2 different textures of each type in one model. Or just allow to every mesh (level) has its own set of textures.
Another way could be splitting animated wheels and tracks to a separate models like it's done to gun barrels and turrets.
Image

AModick
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Joined: 02 Jun 2020, 04:42

Re: Models by Jorzi (AR)

Post by AModick » 02 Jun 2020, 04:47

Hey, guys! Do you have a discord server of wz2100 development? I'm 3d modeller and wanna help you update models for warzone.

Jorzi
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Re: Models by Jorzi (AR)

Post by Jorzi » 02 Jun 2020, 14:38

Hi
I occasionally hang out on the official warzone2100 discord server: https://discord.gg/kbPsPUp
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