Search found 294 matches

by i-NoD
24 Jan 2013, 01:35
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 842
Views: 247306

Re: Models by MaNGusT (AR)

There was a special wzm mod with AR stuff for my try-out branch.

Weren't DS polys split in your PIE optimizer tool? Unlikely that they are preserved for WZM. Even if its so, WMIT disables such a "feature" in viewer.

Btw, 200+ saucers gives a good pressure on GFX part :)
by i-NoD
23 Jan 2013, 23:34
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 842
Views: 247306

Re: Models by MaNGusT (AR)

If you could just document a few of the things you did on WZM, then perhaps that work would not be wasted, and we can get WZM models into the game with just a tiny bit more work. MINMAX_TSCEN - what does it mean, and what does its values mean in relation to the standard iIMDShape minmax values (ie ...
by i-NoD
21 Jan 2013, 23:36
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 842
Views: 247306

Re: Models by MaNGusT (AR)

As for i-nod's branch... It is interesting, but it seems to need some work before it can be merged, and i-nod as far as I can tell has not expressed any interest in doing this or having it merged. Hi, Well... considering how time-consuming (partly because of no prior knowledge) for me and AR team w...
by i-NoD
08 Sep 2012, 14:42
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 842
Views: 247306

Re: Models by MaNGusT (AR)

No idea what the wzm branch does¹, or whether or not it's considered² ready for merging to master, but it seems almost³ trivial to merge current master into it: https://github.com/Cyp/warzone2100/commits/wzm The result compiles, and seems to run⁴. ________________ ¹ Other than by reading this threa...
by i-NoD
22 Mar 2012, 17:20
Forum: 1.x
Topic: Warzone 2100 Redemption
Replies: 20
Views: 22385

Re: Warzone 2100 Redemption

BTW: any suggestions for a cross-platform sound library or networking library? OpenAL seems to be a fine solution for cross-platform sound even for current wz, just "borrow" the code maybe? And last question, need someone to point me to anything that will create, convert, or work with the original ...
by i-NoD
22 Mar 2012, 01:03
Forum: News and announcements
Topic: 3.1 beta7 has been released!
Replies: 75
Views: 41585

Re: 3.1 beta7 has been released!

zany wrote:
cybersphinx wrote:
Per wrote:zany - what the heck is wrong with you?
Read too much Phoronix?
what? O_o
I'm wondering too... Is Larabel whining too much lately or what?
by i-NoD
20 Mar 2012, 15:09
Forum: Artwork
Topic: Terrain Textures
Replies: 539
Views: 274200

Re: Terrain Textures

i-NoD, I'm not sure what you're saying. The point of the sub division was to make texture transitions and shadows more defined, to reduce the blurriness and make the cliffs look like they are where they are. I used the 512 sized textures in 3.1. I realise I stretched them over 4 tiles, while WZ app...
by i-NoD
19 Mar 2012, 15:46
Forum: Artwork
Topic: Terrain Textures
Replies: 539
Views: 274200

Re: Terrain Textures

If anyone is interested in the difference between 16 triangles and 4, this is something I tested in FlaME, compared with current. Would be nice to see PNGs when comparing :wink: Bumping sub-division count without using same-scale terrain type source gives visually nothing. Do FlaME use "4 x terrain...
by i-NoD
16 Mar 2012, 14:09
Forum: Coding
Topic: Cluster system
Replies: 5
Views: 1630

Re: Cluster system

No one told that one may only use that code in sp, simply put this code just idling when called from mp or skirmish. Here is the entry point for droid: void clustNewDroid(DROID *psDroid) Look into it, the only way for droid to be added is when current apsDroidLists has non-default cluster. Now you h...
by i-NoD
16 Mar 2012, 13:55
Forum: Artwork
Topic: Terrain Textures
Replies: 539
Views: 274200

Re: Terrain Textures

effigy wrote:I don't see anything wrong with sample 1, but in sample 2 you've captured a place where plateaus are ambiguous.
My point was: I don't see how cliffs are exact bound if they are not. In sample one 2.3 has a sand tile on cliff's top, but in master it completely gone, are they equal?
by i-NoD
16 Mar 2012, 03:20
Forum: Coding
Topic: Cluster system
Replies: 5
Views: 1630

Re: Cluster system

What makes you think its in mp?
by i-NoD
16 Mar 2012, 02:07
Forum: Coding
Topic: Cluster system
Replies: 5
Views: 1630

Re: Cluster system

Aren't those for sp remote missions?
Keeps your droid/buildings aside from homebase forces.
by i-NoD
16 Mar 2012, 01:55
Forum: Artwork
Topic: Terrain Textures
Replies: 539
Views: 274200

Re: Terrain Textures

That passage about exact bound cliffs is a mystery to me... :hmm: Usually one can consult directly with code . I can see water vs terrain, but terrain case doesn't directly distinguish cliff vs anything other, its just a blended layer as anything else. If you compare 2.3 vs 3.1/master you can see th...
by i-NoD
15 Mar 2012, 17:56
Forum: Artwork
Topic: Terrain Textures
Replies: 539
Views: 274200

Re: Terrain Textures

how difficult would it be to use per-tile alpha masks on the texture blending? That would require separating blended tiles into distinct terrain renderer path. Like drawing all single layered tiles as is with current renderer, and then draw with blend all mixed tiles with additional mask texture. O...
by i-NoD
14 Mar 2012, 15:06
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 842
Views: 247306

Re: Models by MaNGusT (AR)

There is fog removal thread viewtopic.php?f=6&t=8521&start=15#p88937