Models by Jorzi (AR)

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

Post by Berserk Cyborg » 08 Mar 2020, 17:10

MaNGusT wrote:
08 Mar 2020, 14:28
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 smooth without a flicker.

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Re: Models by Jorzi (AR)

Post by Jorzi » 08 Mar 2020, 22:13

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.
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scav_guy_restpose.png
scav_guy_restpose.png (425.38 KiB) Viewed 1578 times
scav_guy_standing.png
scav_guy_standing.png (408.67 KiB) Viewed 1578 times
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MaNGusT
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Re: Models by Jorzi (AR)

Post by MaNGusT » 08 Mar 2020, 22:48

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. :-)
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Re: Models by Jorzi (AR)

Post by Jorzi » 10 Mar 2020, 21:38

Run cycle animation
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scav_run.gif
scav_run.gif (2.28 MiB) Viewed 1517 times
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Re: Models by Jorzi (AR)

Post by MaNGusT » 11 Mar 2020, 00:11

I look at nice left-handed guy :D I think a biggest problem will be to synchronize movement speed and animation speed. ;)
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Re: Models by Jorzi (AR)

Post by Jorzi » 12 Mar 2020, 00:45

Berserk Cyborg wrote:
08 Mar 2020, 17:10
MaNGusT wrote:
08 Mar 2020, 14:28
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 smooth without a flicker.
Hi
I realized this one was still using frame based animation, so I replaced it with a bigger and slower version of cybd_run
Should look much smoother now, and I didn't see any frame skipping
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Re: Models by Jorzi (AR)

Post by Jorzi » 14 Mar 2020, 09:22

So I got the animations exported to warzone and they worked just fine (some tedious fiddling though since I have 10 parts and each of them is animated).
However, for some reason the shading is bugged, even though it seems to work fine in WMIT. I wonder if it's reading normals/tangents correctly for multilevel pies.

Edit:
Also once it starts firing, it won't exit the firing stance even if it stops shooting. The files are in our SVN repo if you want to check them out
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wz2100-20200314_090557-Sk-Rush_crop.jpg
scav_guy_wmit.jpg
scav_guy_wmit.jpg (43.4 KiB) Viewed 1403 times
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MaNGusT
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Re: Models by Jorzi (AR)

Post by MaNGusT » 14 Mar 2020, 13:47

Shading works in WMIT but bugged in game? strange, code should be the same.. Do you launch the game in ogl mode or vulkan?
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Re: Models by Jorzi (AR)

Post by Jorzi » 14 Mar 2020, 14:37

I had it in opengl ES, perhaps I should try normal opengl

I improved the log cabin textures and remade one of them as close to the original as possible
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cabin_1_comparison.png
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Re: Models by Jorzi (AR)

Post by MaNGusT » 14 Mar 2020, 14:40

Ogl ES and Angle can't use shading yet. They need their own shaders and probably some adds of code.
Last edited by MaNGusT on 14 Mar 2020, 14:57, edited 2 times in total.
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Re: Models by Jorzi (AR)

Post by Jorzi » 14 Mar 2020, 14:55

I tried switching to normal opengl and restarting the game, but it still didn't show up correctly.
However, I noticed that nothing was preventing me from using object space maps on this model, and with those the shading is fine.
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Re: Models by Jorzi (AR)

Post by MaNGusT » 14 Mar 2020, 14:57

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 maps with spec map in alpha channel to right default state.

EDIT: I've checked soldier model, You forgot to export normals :D
Last edited by MaNGusT on 14 Mar 2020, 15:11, edited 1 time in total.
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Re: Models by Jorzi (AR)

Post by Jorzi » 14 Mar 2020, 15:11

I think you are looking at the object space models, I attached the ones with tangent space here
Attachments
fireknee2.pie
(69.25 KiB) Downloaded 40 times
exbloke2.pie
(66.7 KiB) Downloaded 38 times
runanim2.pie
(80.66 KiB) Downloaded 37 times
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MaNGusT
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Re: Models by Jorzi (AR)

Post by MaNGusT » 14 Mar 2020, 15:16

You didn't commited spec map but specified. Ah, you use complete texture for this.. nvm
Last edited by MaNGusT on 14 Mar 2020, 15:34, edited 3 times in total.
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Re: Models by Jorzi (AR)

Post by Jorzi » 14 Mar 2020, 15:31

Yeah I was lazy so I used the diff map as spec map. I will make a proper spec map eventually, I promise :)
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