Art Revolution mod. Latest release: January, 2015

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MaNGusT
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Re: Art Revolution mod. Latest release: January, 2015

Post by MaNGusT »

montetank wrote:But it is very difficult for me, to find differences between the heavy MG-Hardpoint and the light cannon hardpoint.
1. use anti-aliasing
2. Agreed, it's too gray-ish, more contrast will do the work, also I think that's why they added blue colour at the end of cannon barrel on the original texture. I missed that on my model.
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Spring Chant
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Re: Art Revolution mod. Latest release: January, 2015

Post by Spring Chant »

Excuse my ignorance, and long time away, where should I install this mod, looks fantastic.

Do you just extract to mod folder global ?
Jorzi
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Re: Art Revolution mod. Latest release: January, 2015

Post by Jorzi »

No need to extract, just place the .wz file in your mods folder, make a shortcut of warzone and modify its path (right click on the shortcut -> properties) by adding --mod=modname.wz outside the quotes. For more info, see http://developer.wz2100.net/wiki/Comman ... tions#Data
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Spring Chant
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Re: Art Revolution mod. Latest release: January, 2015

Post by Spring Chant »

Thank you for your time and help Jorzi, greatly appreciated.
Jorzi
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Re: Art Revolution mod. Latest release: January, 2015

Post by Jorzi »

Hello everyone
Beta 2 has been released :) https://sourceforge.net/projects/artrev ... z/download
The main purpose for this release is to update the fragment shaders for wz 3.2.x
However, it still includes a few nice goodies since last release, check them out:
-Mortar by MaNGusT
-Teamcolored Cobra body by MaNGusT
-Tiger body by me
-Scav trike by me
-Fixed avenger SAM normal map (y-axis was mirrored)
-Included an old model of the gate, textured by Olrox, not sure whose model.
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montetank
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Re: Art Revolution mod. Latest release: January, 2015

Post by montetank »

Nice. Thx for the work. Time to make some new screenshots on new maps. :wink:
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
rawinders
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Re: Art Revolution mod. Latest release: January, 2015

Post by rawinders »

Art Revolution mod not working properly working :( :( :(
texters not fully load any solution plz :?: :?: :?:
Jorzi
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Re: Art Revolution mod. Latest release: January, 2015

Post by Jorzi »

Hi rawinders, please use ARmod beta2 with warzone 3.2.1. The download link is in my previous post. The beta1 version is for warzone 3.1.5 or earlier.
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DragonzDoom
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Re: Art Revolution mod. Latest release: January, 2015

Post by DragonzDoom »

The mod downloads as a zip not as wz. Will it still work as a zip?, if not please tell me how to correct it.
Jorzi
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Re: Art Revolution mod. Latest release: January, 2015

Post by Jorzi »

Hi
Sounds like you downloaded a snapshot of the latest development rather than the beta2 release? Should still work, since a .wz file is just a renamed zip.
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Vincent
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Re: Art Revolution mod. Latest release: January, 2015

Post by Vincent »

What is the average poly count of model ? Stencil shadows have disastrous perf with huge polycount because cpu needs to extrude meshes silouhettes every frame.
I think using shadowmap would solve performance as well as providing a better softer look.
Jorzi
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Re: Art Revolution mod. Latest release: January, 2015

Post by Jorzi »

Bodies and propulsions are 200-300 tris, weapons are 100-200. This should give around 500-700 tris per normal tank. Buldings are a bit more since their numbers are limited. As you said, stencil shadows are the biggest bottleneck atm, and per has actually worked a bit on a shadow buffer implementation. Still, performance of art revolution mod is ok on most machines, and for large multiplayer battles, you can just disable shadows.
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andrvaut
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Re: Art Revolution mod. Latest release: January, 2015

Post by andrvaut »

AR beta2, master cfa3952
https://youtu.be/PBvGJsFgdP4?t=2m41s
Bug on wz or ARmod?
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Vincent
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Re: Art Revolution mod. Latest release: January, 2015

Post by Vincent »

Tcmask shader was changed (alpha test now explicit) maybe AR shaders need to be modified too
Jorzi
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Re: Art Revolution mod. Latest release: January, 2015

Post by Jorzi »

Not a bug, it's a feature :D (beta2 is 3.2.x only)
As Vincent said, the critical file here is tcmask.frag. It was modified in the 3.2 series, which is the main reason for the beta2 release. If you want to play beta2 on 3.1.5 you can dissect the mods and use the tcmask file from beta1. Apparently I also need to make further changes when it comes to current master. I welcome these changes, however, since I like to be able to set the threshold for alpha testing in order to tweak the "bulkiness" of certain sprites.
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