Art Revolution mod. Latest release: January, 2015

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!

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

Postby MaNGusT » 21 Jan 2015, 11:35

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.
Image
User avatar
MaNGusT
Art contributor
 
Posts: 951
Joined: 22 Sep 2006, 10:31
Location: Polar region, Russia

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

Postby Spring Chant » 23 Feb 2015, 21:23

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

Do you just extract to mod folder global ?
Spring Chant
Rookie
Rookie
 
Posts: 20
Joined: 09 Oct 2012, 20:55

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

Postby Jorzi » 23 Feb 2015, 21:49

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/CommandLineOptions#Data
ImageImage
-insert deep philosophical statement here-
Jorzi
Regular
Regular
 
Posts: 1944
Joined: 11 Apr 2010, 00:14

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

Postby Spring Chant » 23 Feb 2015, 22:18

Thank you for your time and help Jorzi, greatly appreciated.
Spring Chant
Rookie
Rookie
 
Posts: 20
Joined: 09 Oct 2012, 20:55

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

Postby Jorzi » 22 Aug 2016, 00:38

Hello everyone
Beta 2 has been released :) https://sourceforge.net/projects/artrev2100/files/ARmod_beta2.wz/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.
ImageImage
-insert deep philosophical statement here-
Jorzi
Regular
Regular
 
Posts: 1944
Joined: 11 Apr 2010, 00:14

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

Postby montetank » 22 Aug 2016, 20:04

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.
User avatar
montetank
Regular
Regular
 
Posts: 627
Joined: 14 Feb 2013, 00:05
Location: Montenegro

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

Postby rawinders » 26 Aug 2016, 11:00

Art Revolution mod not working properly working :( :( :(
texters not fully load any solution plz :?: :?: :?:
rawinders
New user
 
Posts: 1
Joined: 26 Aug 2016, 10:12

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

Postby Jorzi » 04 Sep 2016, 14:06

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.
ImageImage
-insert deep philosophical statement here-
Jorzi
Regular
Regular
 
Posts: 1944
Joined: 11 Apr 2010, 00:14

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

Postby DragonzDoom » 06 Sep 2016, 02:49

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.
DragonzDoom
New user
 
Posts: 4
Joined: 27 Jul 2016, 17:21

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

Postby Jorzi » 07 Sep 2016, 10:34

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.
ImageImage
-insert deep philosophical statement here-
Jorzi
Regular
Regular
 
Posts: 1944
Joined: 11 Apr 2010, 00:14

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

Postby Vincent » 08 Sep 2016, 19:59

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.
Vincent
Trained
Trained
 
Posts: 100
Joined: 06 Aug 2016, 17:24

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

Postby Jorzi » 08 Sep 2016, 23:28

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.
ImageImage
-insert deep philosophical statement here-
Jorzi
Regular
Regular
 
Posts: 1944
Joined: 11 Apr 2010, 00:14

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

Postby andrvaut » 10 Sep 2016, 15:00

AR beta2, master cfa3952
https://youtu.be/PBvGJsFgdP4?t=2m41s
Bug on wz or ARmod?
vaut ΣΑ [GN], ru streamer.
Tournaments channel: https://www.youtube.com/channel/UCzusNa-54ydodtSz2TdHFww
User avatar
andrvaut
Trained
Trained
 
Posts: 38
Joined: 02 Jan 2016, 12:44

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

Postby Vincent » 10 Sep 2016, 15:08

Tcmask shader was changed (alpha test now explicit) maybe AR shaders need to be modified too
Vincent
Trained
Trained
 
Posts: 100
Joined: 06 Aug 2016, 17:24

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

Postby Jorzi » 12 Sep 2016, 23:25

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.
ImageImage
-insert deep philosophical statement here-
Jorzi
Regular
Regular
 
Posts: 1944
Joined: 11 Apr 2010, 00:14

PreviousNext

Return to Addon discussions