They were batch-compressed by someone to save a few megabytes, don't know was it really needed. By the way I still have my original textures.Jorzi wrote: I think the texpages bundled with the game are downscaled compared to MaNGusT's originals.
Models by Jorzi (AR)
Re: Models by Jorzi (AR)
Re: Models by Jorzi (AR)
Those look very nice. Me like it
Re: Models by Jorzi (AR)
@MaNGusT: I have them too I put them in my art revolution folder for future screenshots
@Tzeentech: thanks
Made a lowpoly for the repair facility today, 220 triangles.
@Tzeentech: thanks
Made a lowpoly for the repair facility today, 220 triangles.
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- repair_facility_1.jpg (44.54 KiB) Viewed 12412 times
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Re: Models by Jorzi (AR)
again, I like. Nice
Re: Models by Jorzi (AR)
The textures were processed in a way suitable for web graphics, NOT for use a texture maps. I believe we are beyond that foolishness now.MaNGusT wrote:They were batch-compressed by someone to save a few megabytes, don't know was it really needed.Jorzi wrote: I think the texpages bundled with the game are downscaled compared to MaNGusT's originals.
Re: Models by Jorzi (AR)
While we are discussing this, I came to think of another similar issue: GPU texture compression. This is fine for colour maps, but looks quite ugly with normal maps (jpeg-like artifacts that show up very brightly in the specular reflections). To compensate, we use fairly high resolution, which defeats the purpose of compression in the first place. I'd be very glad if someone could look into this and disable texture compression for normal maps.stiv wrote:The textures were processed in a way suitable for web graphics, NOT for use a texture maps. I believe we are beyond that foolishness now.MaNGusT wrote:They were batch-compressed by someone to save a few megabytes, don't know was it really needed.Jorzi wrote: I think the texpages bundled with the game are downscaled compared to MaNGusT's originals.
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Re: Models by Jorzi (AR)
That looks easy to fix (https://github.com/perim/warzone2100/co ... 5db141bc6c). I assume specular maps should also be uncompressed, while tcmasks should continue to be compressed?Jorzi wrote:While we are discussing this, I came to think of another similar issue: GPU texture compression. This is fine for colour maps, but looks quite ugly with normal maps (jpeg-like artifacts that show up very brightly in the specular reflections). To compensate, we use fairly high resolution, which defeats the purpose of compression in the first place. I'd be very glad if someone could look into this and disable texture compression for normal maps.
Re: Models by Jorzi (AR)
Thanks Per Dunno why I didn't think of mentioning it earlier. The most important is the normal map, but it might be a good idea to leave the spec map uncompressed as well.
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Re: Models by Jorzi (AR)
Ok, fix pushed to git master.
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Re: Models by Jorzi (AR)
.Jorzi wrote:@MaNGusT: I have them too I put them in my art revolution folder for future screenshots
@Tzeentech: thanks
Made a lowpoly for the repair facility today, 220 triangles.
looks pretty nice.
Can u remake the dragon body...
Re: Models by Jorzi (AR)
How to loads all file in the editor?
Re: Models by Jorzi (AR)
@trevormanaze I plan to do it eventually, but I try to focus on the most used models first.
@vlad which files are u talking about?
@vlad which files are u talking about?
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Re: Models by Jorzi (AR)
Why does everything look weird now? The textures are broken and the menus are green.
Re: Models by Jorzi (AR)
Hi
There were some changes to how the fragment shader works in wz 3.2. I haven't yet made a new release, but you can download the latest svn snapshot from the sourceforge page, it has updated shaders.
There were some changes to how the fragment shader works in wz 3.2. I haven't yet made a new release, but you can download the latest svn snapshot from the sourceforge page, it has updated shaders.
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Re: Models by Jorzi (AR)
People still play with our mod, even that it isn't finished. And we are still too lazy(busy) to make something new or at least finish all the models that have work-in-progress status.