Models by MaNGusT (AR)

Improving the artwork in Warzone2100 - not for mod discussions
Jorzi
Regular
Regular
Posts: 2053
Joined: 11 Apr 2010, 00:14

Re: Models by MaNGusT (AR)

Post by Jorzi » 14 Mar 2012, 08:23

This would be extremely easy to add in the shader, but unfortunately half of the graphics don't use them :|
But yeah, almost forgot about this. Consider this a feature request ;)
ImageImage
-insert deep philosophical statement here-

cybersphinx
Inactive
Inactive
Posts: 1693
Joined: 01 Sep 2006, 19:17

Re: Models by MaNGusT (AR)

Post by cybersphinx » 14 Mar 2012, 14:21

MaNGusT wrote:btw... Who? and why? removed yellow sandy mist from the game?
IIRC either it wasn't ported to OpenGL at all, or it didn't work properly with something in the (crappy) way we do the OpenGL rendering.
We want information... information... information.

i-NoD
Code contributor
Code contributor
Posts: 318
Joined: 30 Nov 2008, 00:42
Location: In the middle of nowhere

Re: Models by MaNGusT (AR)

Post by i-NoD » 14 Mar 2012, 15:06

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

cybersphinx
Inactive
Inactive
Posts: 1693
Joined: 01 Sep 2006, 19:17

Re: Models by MaNGusT (AR)

Post by cybersphinx » 14 Mar 2012, 15:17

i-NoD wrote:There is fog removal thread viewtopic.php?f=6&t=8521&start=15#p88937
Isn't that about the fog of war ("how do we show (un)explored stuff"), not the (purely graphical) distance fog ("how does stuff look when it's farther away")? Edit: Hm, ok, looks like those were mixed together previously. There could probably be a purely graphical "distance fog" option as well.
We want information... information... information.

User avatar
MaNGusT
Art contributor
Posts: 1108
Joined: 22 Sep 2006, 10:31
Location: Polar region, Russia

Re: Models by MaNGusT (AR)

Post by MaNGusT » 14 Mar 2012, 17:54

i-NoD wrote:There is fog removal thread viewtopic.php?f=6&t=8521&start=15#p88937
This thread was about mist and fog of war on unexplored areas and combining them.

http://commons.wikimedia.org/wiki/File: ... -_base.jpg there we see that sandy mist exists even on clearly explored areas.
While the current mixed mode of mist and fog of war is a good choice for the gameplay and balance stuff, the old sandy mist is just a graphical feature and exist on all(explored,unexplored and visible) areas.
Image

User avatar
Mysteryem
Global Moderator
Global Moderator
Posts: 728
Joined: 22 Sep 2008, 19:44
Location: UK
Contact:

Re: Models by MaNGusT (AR)

Post by Mysteryem » 14 Mar 2012, 18:24

I thought the 'sandy mist' was the mist which was at the edges of the player's view of the map, so that the view doesn't cut off suddenly and instead blends into the mist. In and around 1.x, the viewable area of the map (max zoom out) was so tiny that I think the fog itself could be seen on the screen, even when looking downwards, as you can see in that image. The max view distance these days is monstrous in comparison to 1.x.

It also looks like it was a lot softer in 1.x, so it could be a combination of both.
Image
Attachments
Untitled.png
2.3's 'sandy mist'/fog
"...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."

User avatar
MaNGusT
Art contributor
Posts: 1108
Joined: 22 Sep 2006, 10:31
Location: Polar region, Russia

Re: Models by MaNGusT (AR)

Post by MaNGusT » 19 Apr 2012, 07:41

Scavenger 80 lvl
Image
Image

User avatar
macuser
Regular
Regular
Posts: 1052
Joined: 19 Mar 2010, 23:35
Location: USA
Contact:

Re: Models by MaNGusT (AR)

Post by macuser » 20 Apr 2012, 15:37

ROFL haha nice ;)
ArtRev Website

ImageImage

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6

Jorzi
Regular
Regular
Posts: 2053
Joined: 11 Apr 2010, 00:14

Re: Models by MaNGusT (AR)

Post by Jorzi » 21 Apr 2012, 14:45

Scavenger medium cannon halftracks :P
ImageImage
-insert deep philosophical statement here-

User avatar
MaNGusT
Art contributor
Posts: 1108
Joined: 22 Sep 2006, 10:31
Location: Polar region, Russia

Re: Models by MaNGusT (AR)

Post by MaNGusT » 20 Aug 2012, 12:47

deleted.
Image

User avatar
MaNGusT
Art contributor
Posts: 1108
Joined: 22 Sep 2006, 10:31
Location: Polar region, Russia

Re: Models by MaNGusT (AR)

Post by MaNGusT » 28 Aug 2012, 22:29

Found the old tests of terrain normal mapping.. :)
2.jpg
3.jpg
Image

Jorzi
Regular
Regular
Posts: 2053
Joined: 11 Apr 2010, 00:14

Re: Models by MaNGusT (AR)

Post by Jorzi » 29 Aug 2012, 21:54

Yellow ground looks good, concrete tiles shouldn't look that bumpy imo ;)
ImageImage
-insert deep philosophical statement here-

User avatar
MaNGusT
Art contributor
Posts: 1108
Joined: 22 Sep 2006, 10:31
Location: Polar region, Russia

Re: Models by MaNGusT (AR)

Post by MaNGusT » 30 Aug 2012, 07:47

Jorzi wrote:Yellow ground looks good, concrete tiles shouldn't look that bumpy imo ;)
it was just test. :-)
As far as I remember, in game it looked same as in 3ds max but there was some impact on performance that I-Nod was too lazy to fix, so he delayed the work on it. :-)
I still have those tangent normal maps. :P
Anyway, I think it doesn't matter now.
Image

User avatar
MaNGusT
Art contributor
Posts: 1108
Joined: 22 Sep 2006, 10:31
Location: Polar region, Russia

Re: Models by MaNGusT (AR)

Post by MaNGusT » 01 Sep 2012, 22:17

I want to ask devs about one thing.. Will you integrate, fix and improve I-Nod's code of normal mapping support into the new releases? or just leave it for nothing?
Image

User avatar
Staff
Global Moderator
Global Moderator
Posts: 387
Joined: 27 May 2011, 04:08

Re: Models by MaNGusT (AR)

Post by Staff » 02 Sep 2012, 02:41

MaNGusT wrote:I want to ask devs about one thing.. Will you integrate, fix and improve I-Nod's code of normal mapping support into the new releases? or just leave it for nothing?
Where is it located at ?
Sorry, this account has been deactivated.
Please post issues in Website feedback instead, only Moderators can read things there.

Post Reply