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 »

i-NoD wrote: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).
you want to say that all the time before now we had the emissive parameter of the light?!?!?! :cry:
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Re: Models by MaNGusT (AR)

Post by i-NoD »

MaNGusT wrote:
i-NoD wrote: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).
you want to say that all the time before now we had the emissive parameter of the light?!?!?! :cry:
It's material emission, not light. And it's zeroed by default.
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Re: Models by MaNGusT (AR)

Post by Jorzi »

Talking about material emission, an emit map would be pretty handy in certain cases, like lamps, glowing parts and projectiles/muzzle flashes ;)
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Re: Models by MaNGusT (AR)

Post by MaNGusT »

Jorzi wrote:Talking about material emission, an emit map would be pretty handy in certain cases, like lamps, glowing parts and projectiles/muzzle flashes ;)
aslo, have 3gb video card would be pretty handy too :wink:
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Re: Models by MaNGusT (AR)

Post by Jorzi »

@Mangust I know what you mean :P We're already using quite excessive amounts of texpages, although maybe the glowmap can fit into one of the tcmask's unused channels?
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Re: Models by MaNGusT (AR)

Post by MaNGusT »

Jorzi wrote:@Mangust I know what you mean :P We're already using quite excessive amounts of texpages, although maybe the glowmap can fit into one of the tcmask's unused channels?
glow maps are rbg. we could diffuse map alpha channel to specify locations that will glow and take diffuse colors to specify glow color. :-)

P.S. nvm, just realized that we use transparent pixels in diffuse maps..
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Re: Models by MaNGusT (AR)

Post by Jorzi »

Yeah, diffuse map alpha channel is really used as an actual alpha channel XD (or at least almost)
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Re: Models by MaNGusT (AR)

Post by MaNGusT »

finally! viper model in game. 174 faces, 512x512 textures, tangent-space normal map+specular map+diffuse map with blinn-phong light; 8)
wz2100-20120302_162258-Sk-Rush.jpg
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Re: Models by MaNGusT (AR)

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I'M GONNA TAKE THEM HOME
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Re: Models by MaNGusT (AR)

Post by Jorzi »

Good stuff ;)
I haven't yet gotten my tangent space models to show up correctly ingame though. I'll experiment some more the coming week, though. I should have plenty of free time.
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Re: Models by MaNGusT (AR)

Post by Emdek »

Those looks nice but a bit too shiny,maybe some generic "dirt system" would be good idea?
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Re: Models by MaNGusT (AR)

Post by MaNGusT »

Emdek wrote:Those looks nice but a bit too shiny,maybe some generic "dirt system" would be good idea?
it's configurable.
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Re: Models by MaNGusT (AR)

Post by Emdek »

MaNGusT, you are talking about that light settings, right?
Well, metal should be shiny, but not in so "perfect" (all surfaces equally shining) and repeated way (all instances the same way).
Making them dirty by adding additional layer of texture (generated randomly which intensity depending on experience / "age" and maybe also damage)could make them a bit more individual (like that serial number painting proposed earlier).
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Re: Models by MaNGusT (AR)

Post by zany »

Emdek wrote:Those looks nice but a bit too shiny,maybe some generic "dirt system" would be good idea?
they should look new when first built and get dirty or weapon damage over time
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Re: Models by MaNGusT (AR)

Post by Shadow Wolf TJC »

@ Emdek: I wouldn't say that they'd need to be made more dirty, but perhaps we could just reduce their "shininess" by toning down on the lighting that's used on the body. (We could leave a tiny amount of lighting though.)
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