Gfx Improvement Ideas / WZM Format proposals
Re: Gfx Improvement Ideas / WZM Format proposals
Event-driven animation would make the game look much better and make more sense too.
As I'm making new models for all structures to put in a test mod, and they are going to be team-colored, it would be nice if we could get the mask type textures. I mean, you get specific files for the teamcolors, then the colors could be blended to a texture map that is specific for the team-colored parts of the model and then put over the texture files.
Would be very nice to know if those would be implemented before november, when I'm going texturizing (or just "going mad" xD) About the event-driven animation, would just need a few changes to the models, it is easy since I work on .dwg solids then refine them into .3ds format and finally use the .3ds to PIE converter (which whom I'm having a really serious talk now, he doesn't want to work, just to laze as script files ).
I'm not demanding answers now, everything has its time. Just want to know when those are going to be tested, to know how I'll direct my work.
As I'm making new models for all structures to put in a test mod, and they are going to be team-colored, it would be nice if we could get the mask type textures. I mean, you get specific files for the teamcolors, then the colors could be blended to a texture map that is specific for the team-colored parts of the model and then put over the texture files.
Would be very nice to know if those would be implemented before november, when I'm going texturizing (or just "going mad" xD) About the event-driven animation, would just need a few changes to the models, it is easy since I work on .dwg solids then refine them into .3ds format and finally use the .3ds to PIE converter (which whom I'm having a really serious talk now, he doesn't want to work, just to laze as script files ).
I'm not demanding answers now, everything has its time. Just want to know when those are going to be tested, to know how I'll direct my work.
Re: Gfx Improvement Ideas / WZM Format proposals
Before november... very doubtful, I am afraid.
What problems do you have with the 3DS to PIE converter?
What problems do you have with the 3DS to PIE converter?
Re: Gfx Improvement Ideas / WZM Format proposals
Lack of any decent compiler for windows (I'm already looking after one, should have it by this week) and lack of knowledge in compiling.
But I've got elio to give me some advice already, should be fine.
I meant "get to know, before november, if those will be implemented", because I can then do the models with separate meshes for the animated parts, and then when event-driven animations are implemented, I could only get those parts animated and make the animation steps.
But I've got elio to give me some advice already, should be fine.
Aww, shame on my englishOlrox wrote:Would be very nice to know if those would be implemented before november, when I'm going texturizing (or just "going mad" xD).
I meant "get to know, before november, if those will be implemented", because I can then do the models with separate meshes for the animated parts, and then when event-driven animations are implemented, I could only get those parts animated and make the animation steps.
Re: Gfx Improvement Ideas / WZM Format proposals
Event animations and team colour masks are on the list of things to do, so they are going to be implemented (unless we find some really good reason not to later on).
Re: Gfx Improvement Ideas / WZM Format proposals
Good, very good!
I'll model things considering that from now on.
Thank you, Per!
I'll model things considering that from now on.
Thank you, Per!
Re: Gfx Improvement Ideas / WZM Format proposals
what about..
blending custom avatars upon texture files?
ups.. Tiger is that your avatar?
blending custom avatars upon texture files?
ups.. Tiger is that your avatar?
Re: Gfx Improvement Ideas / WZM Format proposals
awesome, custom avatars on our HQs.
Re: Gfx Improvement Ideas / WZM Format proposals
Let's clear some dust from this thread
I've spent a few nights working on this patch for trunk and here it is: an alpha version of the dynamic team color (using mask). It's alpha because the coloring should be adjusted to more appropriate one. It's inspired by structure template drawing method: a simple texture lightning, but rendering speed hasn't changed (for my PC at least) and the only overhead is new mask textures in TEXPAGE resources (should be one tcmask for every texpage at max).
Usage:
- every pie file that wants to use the new team coloring have to update its pieflag with 0x10000 value (sample: TYPE 10200), there are no need in 'anidata' structure for new tc style. All other pies will be rendered using the old tc style without changes.
- there should be a mask file (grayscale png, where black areas is not altered and white area is most colored) in a corresponding 'vidmem*.wrf' file. Mask filename should begin with the same page-X pattern as in pie TEXTURE field (sample: file TCMASK "page-16_tcmask.png").
- base texture should be almost black due to used blending method(not gray as was mentioned earlier) where team coloring should occur.
There is sample global TCMask mod inside the archive: a factory, a lab from elio's mod and all wheeled, tracked and half-tracked propulsions were hastily converted to the new tc rendered.
I've spent a few nights working on this patch for trunk and here it is: an alpha version of the dynamic team color (using mask). It's alpha because the coloring should be adjusted to more appropriate one. It's inspired by structure template drawing method: a simple texture lightning, but rendering speed hasn't changed (for my PC at least) and the only overhead is new mask textures in TEXPAGE resources (should be one tcmask for every texpage at max).
Usage:
- every pie file that wants to use the new team coloring have to update its pieflag with 0x10000 value (sample: TYPE 10200), there are no need in 'anidata' structure for new tc style. All other pies will be rendered using the old tc style without changes.
- there should be a mask file (grayscale png, where black areas is not altered and white area is most colored) in a corresponding 'vidmem*.wrf' file. Mask filename should begin with the same page-X pattern as in pie TEXTURE field (sample: file TCMASK "page-16_tcmask.png").
- base texture should be almost black due to used blending method(not gray as was mentioned earlier) where team coloring should occur.
There is sample global TCMask mod inside the archive: a factory, a lab from elio's mod and all wheeled, tracked and half-tracked propulsions were hastily converted to the new tc rendered.
- Attachments
-
- tcmask.7z
- (2 MiB) Downloaded 541 times
Re: Gfx Improvement Ideas / WZM Format proposals
That is really awesome work. Can you please add it to the issue tracker?
Re: Gfx Improvement Ideas / WZM Format proposals
O_O omg
i intend to release the 'new base structures' with mask support
i intend to release the 'new base structures' with mask support
Re: Gfx Improvement Ideas / WZM Format proposals
*Worships elio*elio wrote:O_O omg
i intend to release the 'new base structures' with mask support
Alright that will do.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
Re: Gfx Improvement Ideas / WZM Format proposals
Wish i had brains for it, awesome stuff!
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
Re: Gfx Improvement Ideas / WZM Format proposals
Can you give some more details on how this works? Is it a normal texture plus a mask texture? I think the best way to do it would be the way Wesnoth does it: A single graphic (well, texture, in this case), except a few colors are designated as "teamcolor colors".i-NoD wrote:Let's clear some dust from this thread
I've spent a few nights working on this patch for trunk and here it is: an alpha version of the dynamic team color (using mask). It's alpha because the coloring should be adjusted to more appropriate one. It's inspired by structure template drawing method: a simple texture lightning, but rendering speed hasn't changed (for my PC at least) and the only overhead is new mask textures in TEXPAGE resources (should be one tcmask for every texpage at max).
Re: Gfx Improvement Ideas / WZM Format proposals
I've opened a #851 ticket for the dynamic tc patch and a bit detailed description is in place too.
Re: Gfx Improvement Ideas / WZM Format proposals
i was bored by the same jeep every time i was testing it ingame, and thought about differentiating object with different texture sets, well... not even sets but replacing only differentiated polys - a technique that similar to current tc method.
My jeeps were used for the inhuman tests
My jeeps were used for the inhuman tests