Search found 1984 matches

by Jorzi
05 Jan 2020, 00:56
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1636
Views: 438092

Re: Models by Jorzi (AR)

I'm currently on windows 10 with a quadro P2000 (should be roughly equivalent to a gtx 1050)
Reuploaded the objs, checked the normals and they should be fine now
by Jorzi
05 Jan 2020, 00:38
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1636
Views: 438092

Re: Models by Jorzi (AR)

crashed with these shaders ? Latest WMIT is always on I-NoD's page that locates here . Currently it has two more commits in 0.6.10 We tested it on ubuntu + amd rx 560 and windows10 + nvidia gtx980/1080ti :hmm: I think I used the wrong shaders, although with these ones and the wmit version you sugge...
by Jorzi
04 Jan 2020, 16:30
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1636
Views: 438092

Re: Models by Jorzi (AR)

The new blender 2.8 has improved so radically that I have changed my workflow quite a bit. Since the new node based material system allows quick procedural texturing and mapping, I have started doing my textures directly on the hipoly, rather than masking in stuff in gimp. The baked result can still...
by Jorzi
04 Jan 2020, 14:00
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1636
Views: 438092

Re: Models by Jorzi (AR)

Finally got around to converting the factory to tangent space, saved a bunch of texture space as well :)
Tried the wmit build at https://github.com/Warzone2100/WMIT but when I activated custom shaders it crashed on my new work laptop
by Jorzi
03 Jan 2020, 12:26
Forum: Addon discussions
Topic: Cartoon tileset experiment
Replies: 123
Views: 58735

Re: Cartoon tileset experiment

Finished cartoonizing all the original bodies. As you can see from the texpage, there are enough unused pieces there to create another body that was never included in the game.
by Jorzi
01 Jan 2020, 23:43
Forum: Addon discussions
Topic: Cartoon tileset experiment
Replies: 123
Views: 58735

Re: Cartoon tileset experiment

All the models? I assume you are talking about the art revolution stuff, in which case it's slightly off topic for this thread. Anyway, we can discus further in pm just so I know what you actually need.
by Jorzi
31 Dec 2019, 01:14
Forum: Addon discussions
Topic: Cartoon tileset experiment
Replies: 123
Views: 58735

Re: Cartoon tileset experiment

Happy holidays everyone
I had some spare time so I continued doodling on these things. Repainted vengeance, tiger, scorpion and bug.
by Jorzi
31 Dec 2019, 00:53
Forum: Coding
Topic: My options for improving code speed.
Replies: 20
Views: 5895

Re: My options for improving code speed.

The fast square root approximation should only be used for graphics calculations where small shading errors don't make a difference. No one cares if the brightness of a pixel is 10% wrong, but calculating distance 10% wrong for pathfinding can mess up a lot of stuff. The biggest graphical slowdown r...
by Jorzi
29 Nov 2019, 11:07
Forum: Balance
Topic: How do you beat rocket+mgs?
Replies: 3
Views: 811

Re: How do you beat rocket+mgs?

Don't know if the balance has changed, but last time I played, cannon + mortar worked equally well. However the nullbot doesn't play this combo as well as a human player, because it likes to play very conservatively and can easily be tricked into retreating. Lancer has great burst firepower and good...
by Jorzi
29 Jul 2019, 10:33
Forum: Addon discussions
Topic: Art Revolution mod. Latest release: January, 2015
Replies: 220
Views: 144857

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

Hi BenevolentX, glad you were able to run the mod. I think the slowdown you experienced with lots of units moving might be due to the shadow casting. I think the hotkey to disable shadows ingame was alt+s. The problem is the shadow mesh is generated on the CPU and the whole code is totally single-th...
by Jorzi
07 May 2019, 16:57
Forum: Artwork
Topic: New animation system is finally in
Replies: 66
Views: 25020

Re: New animation system is finally in

Hi, sorry, in retrospect mixed up the two ways of doing it because I tried both approaches. Approach 1: place origin at world origin, rotate and inverse translate the object for every frame. Approach 2: place origin at pivot, translate object to the proper position and then just rotate it for each f...
by Jorzi
07 May 2019, 16:48
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 793
Views: 225778

Re: Models by MaNGusT (AR)

Nice :) Also, I see you got fog to work again :bow2:
by Jorzi
05 May 2019, 10:05
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1636
Views: 438092

Re: Models by Jorzi (AR)

Did some progress on the repair facility
by Jorzi
02 May 2019, 15:49
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 793
Views: 225778

Re: Models by MaNGusT (AR)

Technical question: How will this info be passed into the shader code? In the shader, you will preferably need three vectors (normal, tangent, bitangent) to create the per-vertex normal matrix. If you have two you can of course generate the third one through the cross product, although this might ca...
by Jorzi
02 May 2019, 13:11
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 793
Views: 225778

Re: Models by MaNGusT (AR)

Hi I remember we did some tangent space stuff successfully in the wzm branch. One problem is each program calculates smooth normals slightly differently, so this was solved by including vertex normals and bitangents in the vertex definition. Are you suggesting that this is included into the pie form...