Search found 2026 matches

by Jorzi
12 Mar 2020, 00:45
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1687
Views: 493940

Re: Models by Jorzi (AR)

Also, I tried to understand how to fix this in mod, but have no luck. ( Heh, not very descriptive was I? Search for the third ANIMOBJECT in your scbd_run.pie and there will be a line that looks like this at the end: -1.0 1.0 1.0. Remove the minus and the super cyborg leg animation will be buttery s...
by Jorzi
10 Mar 2020, 23:17
Forum: Mapping / Modding tools & discussions
Topic: Spliting mods into categorizes
Replies: 3
Views: 1011

Re: Spliting mods into categorizes

I like this idea. One thing that prevents this though: Unit hitboxes, tower heights etc are currently determined by the polygons and connectors in the .pie files. This directly affects game balance. I also once managed to get the bunker aimpoint underground by just changing the .pie file, making it ...
by Jorzi
10 Mar 2020, 21:38
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1687
Views: 493940

Re: Models by Jorzi (AR)

Run cycle animation
by Jorzi
08 Mar 2020, 22:13
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1687
Views: 493940

Re: Models by Jorzi (AR)

I revisited the scav guy and redid the rigging and stuff so that his limbs are just separate objects that are being moved around by the armature, you can see the intersecting pieces up close, but I think it will look pretty smooth ingame.
by Jorzi
08 Mar 2020, 14:20
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1687
Views: 493940

Re: Models by Jorzi (AR)

MaNGusT wrote:
08 Mar 2020, 14:18
Jorzi wrote:
08 Mar 2020, 14:14
but at our scales it looks just fine.
Is this means that with tangent-space maps you can now animate babas you made long time ago?
Yeah I think it should be possible :)
by Jorzi
08 Mar 2020, 14:14
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1687
Views: 493940

Re: Models by Jorzi (AR)

My blender export script automatically takes joint-based skeleton animation with constraints, inverse kinematics, interpolation and all the good stuff and converts it into per-frame absolute transformations. The only limitation is that there can be no deformation or multi-bone transformation, except...
by Jorzi
08 Mar 2020, 13:49
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1687
Views: 493940

Re: Models by Jorzi (AR)

Hi 1) Yes, we probably need a batch converter :D All I can say is, the shading was correct this way :P 2) We have a specular map, but for legacy reasons, it's in the alpha channel of the normal map. This correction could also be removed with a batch converter which extracts the specular map. One add...
by Jorzi
08 Mar 2020, 12:56
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1687
Views: 493940

Re: Models by Jorzi (AR)

I finally finished remaking all the 10 different hut designs and exporting them. BTW I noticed that WMIT sometimes loads normals incorrectly for pie files with normal data. Also I tried replacing my custom light values with the default ones and it looked fine so I won't be messing with those anymore...
by Jorzi
03 Mar 2020, 19:57
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1687
Views: 493940

Re: Models by Jorzi (AR)

Oops I left my custom values in the shader code. I like my light to be slightly yellow and my shadows blue. That was actually not my point. Personally I think Ambient 0.5, Diffuse 1.0 and Specular 1.0 are good enough for now, although in the future, once the terrain is also lit the same way, I think...
by Jorzi
01 Mar 2020, 17:48
Forum: Artwork
Topic: Models by Jorzi (AR)
Replies: 1687
Views: 493940

Re: Models by Jorzi (AR)

Thanks for working on these things pastdue & MaNGusT
After some very slight modifications to the fragment shader, I was able to render both my old models, the new tangent space models and the vanilla models at the same time.
Edit: Attaching my edited shaders for reference
by Jorzi
01 Mar 2020, 12:30
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 843
Views: 257004

Re: Models by MaNGusT (AR)

OK, I found the reason why the reflection wasn't moving, wmit.vert row 64: halfVec = normalize(lightDir) + normalize(-eyeVec); I had to normalize lightDir and eyeVec, since they are not unit vectors. It seems to me that eyeVec was very small compared to lightDir and thus the half vector was shifted ...
by Jorzi
01 Mar 2020, 11:25
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 843
Views: 257004

Re: Models by MaNGusT (AR)

Also classic models require ambient light to be 1.0 without using of diffuse light. Is this because you want them to be unshaded, since the lighting is built into the texture? I remember that we had already discussed this theme. You have your own vision about these values that results in very contr...
by Jorzi
15 Feb 2020, 22:44
Forum: Other Talk
Topic: It's been a while...
Replies: 1
Views: 727

Re: It's been a while...

A word of advice: just be patient. This applies to your ingame strategies, your mods, your forum posts and life in general. If your success is instant, it wouldn't be much of an achievement. So don't worry You will beat the game Your modding skills will increase Your forum posts will be read Just re...
by Jorzi
15 Feb 2020, 21:13
Forum: Other Talk
Topic: It's been a while...whats changed?
Replies: 4
Views: 1291

Re: It's been a while...whats changed?

Why did you copy my thread? I know i have the exact name like that. Probably coincidence, I don't think he's a bot/spammer. @TheHero Welcome :) I wouldn't say flamers are op anymore. They are very effective against cyborgs, light vehicles & bunkers, but a wall will stop them pretty hard, and anythi...
by Jorzi
15 Feb 2020, 19:29
Forum: Artwork
Topic: Models by MaNGusT (AR)
Replies: 843
Views: 257004

Re: Models by MaNGusT (AR)

Hi Looking great :) I finally downloaded the experimental branch and there is some work to be done with the shaders still. Also it seems that the values passed to the shader for Scenecolor, ambient, diffuse and specular are totally arbitrary and wrong. Do you know where to change these? I hope they ...