I was wrong about compression and alpha channel, you should try, may be it will look good enough.
As for me, I always thought that we will use deep foundations for every structure to not change map geometry.
Something like this
Search found 1150 matches
- 16 May 2020, 18:51
- Forum: Artwork
- Topic: Structure Improvement
- Replies: 187
- Views: 393556
- 12 May 2020, 03:45
- Forum: Artwork
- Topic: Structure Improvement
- Replies: 187
- Views: 393556
Re: Structure Improvement
Unfortunately we lack of coders familiar with graphic engines. As you can see it took enough time to implement support for tangent-space normal mapping for units. Almost a year has past but this code is still in a stage "we want to release 3.4.0 but don't know when". When it'll be released...
- 03 May 2020, 17:20
- Forum: Artwork
- Topic: Structure Improvement
- Replies: 187
- Views: 393556
- 02 May 2020, 13:48
- Forum: Artwork
- Topic: Structure Improvement
- Replies: 187
- Views: 393556
Re: Structure Improvement
Glad to see you here again, Colditz. Аfter a lot of time we finally have support for tangent-space normal maps. Ya, a bit late, I know
- 25 Apr 2020, 22:36
- Forum: Development
- Topic: New effect PR: Missile smoketrails!
- Replies: 16
- Views: 22717
Re: New effect PR: Missile smoketrails!
looks good ! hope it doesn't drop fps to 10 in 4vs4 games)
- 18 Apr 2020, 19:49
- Forum: Development
- Topic: Web-based PIE viewer
- Replies: 9
- Views: 14093
Re: Web-based PIE viewer
we already have universal tool for converting pie files - WMIT
- 18 Mar 2020, 01:43
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 969642
Re: Models by Jorzi (AR)
Yours look so natural while original models look more abandoned. May be it's just noisy high contrast textures give such effect
- 17 Mar 2020, 01:25
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 969642
Re: Models by Jorzi (AR)
Hey Art Revolution team, which software programs do you use to create the models and textures, then convert the models to .PIE file format? We use 3dsmax, Blender to create models + export to *.obj and WMIT to convert obj to pie. We also bake base textures by 3dsmax, Blender then edit them in image...
- 14 Mar 2020, 15:34
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 969642
Re: Models by Jorzi (AR)
Seems like a bug with rendering multilevel pies. Only some meshes of model has right shading. Or WMIT exports bugged normals for such models.
Do you have same shading problems when import obj s ?
Do you have same shading problems when import obj s ?
- 14 Mar 2020, 15:16
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 969642
Re: Models by Jorzi (AR)
You didn't commited spec map but specified. Ah, you use complete texture for this.. nvm
- 14 Mar 2020, 14:57
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 969642
Re: Models by Jorzi (AR)
Valkan also requires special shaders, but Pastdue made them for testing purpose, it means that after your changes they are a bit outdated. So you should test everything with Ogl and when we will ready with ogl shaders, others can be done on top of them. Currently I'm working on converting old normal...
- 14 Mar 2020, 14:40
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 969642
Re: Models by Jorzi (AR)
Ogl ES and Angle can't use shading yet. They need their own shaders and probably some adds of code.
- 14 Mar 2020, 13:47
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 969642
Re: Models by Jorzi (AR)
Shading works in WMIT but bugged in game? strange, code should be the same.. Do you launch the game in ogl mode or vulkan?
- 11 Mar 2020, 00:11
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 969642
Re: Models by Jorzi (AR)
I look at nice left-handed guy I think a biggest problem will be to synchronize movement speed and animation speed.
- 08 Mar 2020, 22:48
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 969642
Re: Models by Jorzi (AR)
nice! I'm pretty sure that intersecting meshes will be entirely invisible with in-game zoom. Even at this close zoom it looks like that model just uses smooth groups.