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Re: Art Revolution mod. Latest release: alpha 3 January 20,

PostPosted: 28 Nov 2014, 01:01
by MaNGusT
Per wrote:You have a palette.txt somewhere which is too short being used instead of the official one from master. Perhaps AR has its own piepalette.txt?
Yeah, we use a different adjusted palette with a more darker teamcolors.

Happy new year! Beta 1 released

PostPosted: 31 Dec 2014, 16:52
by Jorzi
The AR team would like to wish you all a happy new year with a new release packed with lots of goodies :)

https://sourceforge.net/projects/artrev2100/files/ARmod_beta1.wz/download

New stuff:
-Cyborgs: normal and super cyborgs complete with leg animations
-MaNGusT's models have been converted to use object space normal maps, so you get to see them in full detail
-New lancer & truck models by MaNGusT
-New school bus model
-New minipod explosion and smoke fx by MaNGusT

Re: Art Revolution mod. Latest release: alpha 3 January 20,

PostPosted: 31 Dec 2014, 17:57
by montetank
Thank you all at the AR team for the wonderful work you do, you are irreplaceable and needed there - keep it up! I Happy new year :)

Re: Art Revolution mod. Latest release: alpha 3 January 20,

PostPosted: 31 Dec 2014, 20:49
by cnceo
The new models look fantastic!

Re: Art Revolution mod. Latest release: alpha 3 January 20,

PostPosted: 01 Jan 2015, 05:08
by ultimapt
Wow, just wanted to say thank you for doing such a fantastic work Jorzi and all the amazing designers/modders from Art Revolution, i can't wait to see all of Warzone 2100 in HD! Every single model is absolutely brilliant and above all, true to the lore of WZ. Keep it up!

Re: Art Revolution mod. Latest release: alpha 3 January 20,

PostPosted: 01 Jan 2015, 05:25
by vexed
Are the animations in the current models going to be in the new models as well at some point ?

Re: Art Revolution mod. Latest release: alpha 3 January 20,

PostPosted: 01 Jan 2015, 12:20
by Jorzi
@Vexed: what animations are you talking about specifically? We've been reusing the old .ani files because generating them by hand is quite complicated.

Thanks everyone, always glad to hear that we're making a difference :)
Credits to the following contributors:
MaNGusT
cnceo
Alpha93
Olrox
macuser

Re: Art Revolution mod. Latest release: alpha 3 January 20,

PostPosted: 01 Jan 2015, 14:59
by themac
The spinning fans on the tank factory are missing. :)

Re: Art Revolution mod. Latest release: alpha 3 January 20,

PostPosted: 01 Jan 2015, 15:35
by MaNGusT
themac wrote:The spinning fans on the tank factory are missing. :)
texture animation is a price of normal mapping support :( btw, It could be animated with object animation if we would have an editor that supports creating *.ani files and wz's object animation wasn't hardcoded only to oil derrick and cyborgs.

Re: Art Revolution mod. Latest release: alpha 3 January 20,

PostPosted: 02 Jan 2015, 04:40
by vexed
Yes, the missing fan animation, and the missing smoke puffs.
A shader could recalculate the normals...

Re: Art Revolution mod. Latest release: alpha 3 January 20,

PostPosted: 04 Jan 2015, 22:31
by wuz21m
Guys, can you update the thread title and the initial post to reflect the latest patch?

I actually downloaded Alpha 3 and used it for a while :o

EDIT: And thanks for all the hard work of course!

Re: Art Revolution mod. Latest release: alpha 3 January 20,

PostPosted: 07 Jan 2015, 01:08
by Jorzi
@Vexed: Ah yes, the smoke puffs, I must have forgotten to place the connector. Fan animation may not be as trivial, though :hmm: Using another pie layer for the fan and making a simple .ani file would probably be a smarter alternative, but I can try to get the animation working as long as pie3 supports the appropriate flags (no fun editing those, involves manually finding and flagging the correct triangles in a text editor). Since each frame requires separate texture space anyway, normals can be baked per frame. As a side note, we're using quite huge amounts of texture space here at art revolution.

@wuz21m: Unfortunately the first post is no longer editable, but thanks.

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

PostPosted: 21 Jan 2015, 05:12
by vexed
Was talking in -games about this mod, and they really like the buildings, but, for the units, it is hard to tell them apart compared to the old ones.

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

PostPosted: 21 Jan 2015, 10:28
by MaNGusT
vexed wrote: but, for the units, it is hard to tell them apart compared to the old ones.
yep, mentioned it too but only at high zoom, at medium zoom units look almost clear. This problem appears only with small weapons like mg, twin-mg, hmg, light and medium cannons and may be some others. I think we could do something with it, i.e. adding more conrast and and saturation to some parts, removing noisy colors and camo.
From your side, would be good to return the original zoom values. Not much rts games have such high zoom, but if have then units have simplest geometry and flat coloring.
Btw, with lowered zoom high-oil maps would not be that playable, but this type of maps is not the "original" wz, you know... I mean, that when I launch wz with armod, I just want to play the original game but with updated graphics. I don't need altered zoom, I want back removed sandy mist that you don't bother to return, I want that terrain particles will be shown in its original size without cutting 8px from sides, I just want back all things pumpkin had created carefully.
In conclusion, if people want to play at high(not original) zoom or play on high-oil maps, then they should use a special mod for it. Such thing should not be enabled by default. artist's imho.

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

PostPosted: 21 Jan 2015, 11:27
by montetank
MaNGusT wrote: I just want to play the original game but with updated graphics.

Yes-thats, what i also want to. My problems are not the units. I have problems with the hardpoints.(especially on red Arizona terrain) The wallstructures are very good. But it is very difficult for me, to find differences between the heavy MG-Hardpoint and the light cannon hardpoint. It doesn`t matter whether you use shaders off or on. This screenshot is a normal and often used zoom. But it wasn`t much better earlier with the light weapons on hardpoints :(