Models by MaNGusT (AR)

Improving the artwork in Warzone2100 - not for mod discussions
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MaNGusT
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Re: Models by MaNGusT (AR)

Post by MaNGusT » 23 Feb 2012, 14:00

have Just rebaked old normal map to see how it looks in wmit. don't look at bolts, they are screwed!
snapshot.jpg
old
snapshot1.jpg
new
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Jorzi
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Re: Models by MaNGusT (AR)

Post by Jorzi » 23 Feb 2012, 17:33

The old one is clearly more accurate, is this with or without my shader changes?
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MaNGusT
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Re: Models by MaNGusT (AR)

Post by MaNGusT » 23 Feb 2012, 17:36

Jorzi wrote:The old one is clearly more accurate, is this with or without my shader changes?
with :-)
I think the angle less than 60* is acceptable for hard edges in smooth groups, 90* produce too much shadow distortion.
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Re: Models by MaNGusT (AR)

Post by Searge-Major » 25 Feb 2012, 01:34

Forgive me for not going through all these posts to find out, but what is it? :shock:

Don't get me wrong, I am seriously impressed, I just can't tell if it's meant to be a vehicle body, or something weird that I haven't heard of before. O_o
Whatever it is, the detail you've put in is amazing. :D
I fully realise my input is just another drop in the proverbial bucket. It is my goal to make each drop count.

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Re: Models by MaNGusT (AR)

Post by driver4 » 25 Feb 2012, 05:28

Searge-Major wrote:Forgive me for not going through all these posts to find out, but what is it? :shock:
A viper body model.
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MaNGusT
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Re: Models by MaNGusT (AR)

Post by MaNGusT » 28 Feb 2012, 03:32

lastest http://dl.dropbox.com/u/14374302/wmit/w ... efa11e.zip

p.s. normals work strange on my ati card
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Re: Models by MaNGusT (AR)

Post by Jorzi » 29 Feb 2012, 09:28

Tried your link and normalmaps work strange for me too. I checked the shader and the only change I could see was that the tbn matrix was calculated in the fragment shader instead. Maybe this screws up something since the axes get renormalized for each pixel. Tried messing with the shader, uncommenting he old method and commenting out the new, and it's still screwed...
Last edited by Jorzi on 29 Feb 2012, 13:45, edited 1 time in total.
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Re: Models by MaNGusT (AR)

Post by i-NoD » 29 Feb 2012, 13:42

Jorzi wrote:Tried your link and normalmaps work strange for me too. I checked the shader and the only change I could see was that the tbn matrix was calculated in the fragment shader instead. Maybe this screws up something since the axes get renormalized for each pixel.
Its just a workaround for tests that slipped in this build, since crappy intel drivers can't correctly interpolate mat3 from vertex-to-fragment on my rig :(
On a second thought tnb vectors shouldn't be renormalized in fragment shader...

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Re: Models by MaNGusT (AR)

Post by Jorzi » 29 Feb 2012, 13:49

Tried changing stuff around and whatever I do it's still not going back to the old behaviour... I'll try replacing the shaders with those from the old build...
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Re: Models by MaNGusT (AR)

Post by i-NoD » 29 Feb 2012, 14:21

Jorzi wrote:Tried changing stuff around and whatever I do it's still not going back to the old behaviour... I'll try replacing the shaders with those from the old build...
Nothing changed in code logic, so it something in shader. The only useless thing I can think of is gl_NormalMatrix multiplication for tangent in some previous builds...

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Re: Models by MaNGusT (AR)

Post by Jorzi » 29 Feb 2012, 14:58

I replaced the new shaders with the old and it worked :hmm:
One thing I noticed was that "#pragma debug(on)" was commented out in the new shader.
What does that one do anyway?
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Re: Models by MaNGusT (AR)

Post by i-NoD » 29 Feb 2012, 15:47

Jorzi wrote:I replaced the new shaders with the old and it worked :hmm:
One thing I noticed was that "#pragma debug(on)" was commented out in the new shader.
What does that one do anyway?
Uhh.. Which one is that 'old'? There are dozens in my scrapyard... :|
GLSL specs 1.20 wrote:The debug pragma
#pragma debug(on)
#pragma debug(off)
can be used to enable compiling and annotating a shader with debug information, so that it can be used
with a debugger. It can only be used outside function definitions. By default, debug is turned off.
Gives nothing if you aren't using a special shader debugger.

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Re: Models by MaNGusT (AR)

Post by MaNGusT » 29 Feb 2012, 18:39

i-NoD wrote: Uhh.. Which one is that 'old'? There are dozens in my scrapyard... :|
wmit-win32_tangent.zip
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Re: Models by MaNGusT (AR)

Post by Jorzi » 29 Feb 2012, 19:56

Ok, after some fiddling I found the errors.
-In vertex shader, tangent should be transformed by the normal matrix.
-t, b and n shouldn't be normalized in fragment shader when creating the matrix
-normalmap texture shouldn't be normalized before use

I attached a zip with working shaders, preserving the "export t, b and n as vectors" change ;)
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correct_shaders.zip
(1.64 KiB) Downloaded 154 times
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Re: Models by MaNGusT (AR)

Post by i-NoD » 01 Mar 2012, 04:01

Here is WMIT with 'correct' shader and wzm file duplication fix.

Mirroring now works fine, provided that you'll supply correct green channel in normal map. Vertex shader could be tweaked with -tangent.w in bitangent calculation to avoid mass nm edit :)

Material GUI isn working yet, but values are saved/loaded in wzm format, so you can tweak them by hand (order: EMISSIVE, AMBIENT, DIFFUSE, SPECULAR and SHININESS).

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