macuser wrote:Actually some of those have been done already by colditz (unfortunately he has not been around in a while ) viewtopic.php?f=33&t=4644&hilit=colditz
MaNGusT wrote:macuser wrote:Actually some of those have been done already by colditz (unfortunately he has not been around in a while ) viewtopic.php?f=33&t=4644&hilit=colditz
To get this we need to create new models(low and high poly) and bake normal, AO textures.
Buginator suggested to redraw the textures only. maybe it will help but I think that without right shadows(AO) it will look like berg's "super new" textures.
about Colditz... He is not here because he said the 1 phrase a long time ago: "If I spend my time on recreating the assets for WZ2100, there should be some efforts to change the game code or file format to accept these assets. Otherwise it's demotivating."
I don't see any efforts... nobody even didn't start to write patch and didn't create a ticket for that.
Jorzi wrote:I'm no coder (well I do a bit of python but that's all) but doesn't the current trunk already have opengl shaders at least for the tcmask feature?
What would be needed for our new models is normal and specular map support.
Is this possible to implement without extensive changes to the drawing code? What exactly is required?
can it be together? I mean, make it in this way -> engine checks the hardware, if the video card supports the needed OGL version then the "normal mapping" option will be available to enable, if doesn't then it will be gray(unavailable) and player will see only a regular textures and engine will use a lower OGL version.Buginator wrote:Having a fallback for bump mapping / normal mapping / xyz mapping shaders is very difficult, and would mean that the openGL requirements would need to be increased. I don't have a problem with this personally, since I have hardware that can handle it.
especially get rid of wrf's dependence, at least for textures that is used by models. It is the most time consuming sh*t when I want to test a new textures ingame.Adding in those shaders isn't that hard, but adding it to the current rendering engine would require lots of changes.
Users browsing this forum: No registered users and 2 guests