Models by Jorzi (AR)
Re: Models by Jorzi (AR)
I tried to fix the eyes a bit, but the problem is the face geometry...
-insert deep philosophical statement here-
Re: Models by Jorzi (AR)
What about lighter color (more like green?) for eyes?
Although "alien look" could be also explained by long exposure to radiation.
Although "alien look" could be also explained by long exposure to radiation.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
Re: Models by Jorzi (AR)
you will not notice such small details even when zoomed in.aubergine wrote:Much better, and still in keeping with the original graphics IMHO. Maybe slightly less afro though? Also, any way to make the eyes look a bit less alien?
btw, Jorzi, how are going to use it in game? will use old animation? we will not see an adequate bone animation in near future for sure, we will not see even an adequate object animation in near future because devs don't do anything to help I-nod but some problems. They were complaining that they have lack of manpower and when someone helps, I see only indifferent or even negative attitude from some of 'em, others are just busy with their own stuff and don't pay attention to it.
P.S. i.e. they don't answer why is the *.frag extension not allowed to upload. Why I-Nod was removed from being able to commit to master? He did something wrong to it? I call this - negative attitude.
Re: Models by Jorzi (AR)
I guess I'll use old animation, as long as "levels" still work the same in .wzm (they're called "meshes" now, right?)
About the .frag extension, I think it's simply because no one has thought of adding it to the list of allowed extensions.
About attitudes, I don't know enough about that to be able to say anything.
About the .frag extension, I think it's simply because no one has thought of adding it to the list of allowed extensions.
About attitudes, I don't know enough about that to be able to say anything.
-insert deep philosophical statement here-
Re: Models by Jorzi (AR)
No models that use any type(ani or texture) of wz's animation can be wzm. only pie3.. to use wzm it requires a lot rework of wz code that we will not see.Jorzi wrote:I guess I'll use old animation, as long as "levels" still work the same in .wzm (they're called "meshes" now, right?)
Re: Models by Jorzi (AR)
I was afraid you would say that...
In that case there simply will not be any animation :/
In that case there simply will not be any animation :/
-insert deep philosophical statement here-
Re: Models by Jorzi (AR)
I do recall that those kevlar guys are in-game actually, there is a texture change when you start a full-scale war against new paradigm. After this moment those scavengers are in kevlar suits...Jorzi wrote:What is also interesting is that there are unused textures for a scav hangglider unit, as well as an unused texpage where the scavs actually wear kevlar vests
But maybe I'm just dreaming...
Here is the actual switch file, mission 1C.
Re: Models by Jorzi (AR)
I never noticed that Probably because they die from one shot anyway (I'm afraid kevlar never worked very well against heavy mg:s)
-insert deep philosophical statement here-
Re: Models by Jorzi (AR)
Nor do I, maybe because of that view where they look more like moving dots (I want official driver mode).
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
Re: Models by Jorzi (AR)
which of the devs do you speak of? I didn't see any posts about i-nod & devs?MaNGusT wrote:you will not notice such small details even when zoomed in.aubergine wrote:Much better, and still in keeping with the original graphics IMHO. Maybe slightly less afro though? Also, any way to make the eyes look a bit less alien?
btw, Jorzi, how are going to use it in game? will use old animation? we will not see an adequate bone animation in near future for sure, we will not see even an adequate object animation in near future because devs don't do anything to help I-nod but some problems. They were complaining that they have lack of manpower and when someone helps, I see only indifferent or even negative attitude from some of 'em, others are just busy with their own stuff and don't pay attention to it.
P.S. i.e. they don't answer why is the *.frag extension not allowed to upload. Why I-Nod was removed from being able to commit to master? He did something wrong to it? I call this - negative attitude.
Re: Models by Jorzi (AR)
and will never see.zany wrote: which of the devs do you speak of? I didn't see any posts about i-nod & devs?
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Re: Models by Jorzi (AR)
It is now. Don't remember any complaint that it isn't/request to enable it before this.MaNGusT wrote:P.S. i.e. they don't answer why is the *.frag extension not allowed to upload.
Because he asked to, as far as I know.Why I-Nod was removed from being able to commit to master?
We want information... information... information.
Re: Models by Jorzi (AR)
@cybersphinx: thanks, could you allow .vert too, while you're at it?
-insert deep philosophical statement here-
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Re: Models by Jorzi (AR)
I guess that means no improved cyborgs with animation, either? Well, in that case, I'm not sure what's the point in bothering with them or the scavengers, especially when there's about a zillion other models that have yet to recieve the AR touch.Jorzi wrote:I was afraid you would say that...
In that case there simply will not be any animation :/
Re: Models by Jorzi (AR)
Yeah, one can always hope that someone has made a decent animation system before we finish all the other stuff. Even a working one-model-per-frame system (like the one already present) supporting WZM files would do. The reason I want wzm files is tangent space normal maps.
The only way to do normalmapped animated characters right now is posing them, baking a separate (object space) normalmap for each pose, joining normalmaps for each pose into a single texpage and exporting each pose to wmit. That will produce quite a big texture map and we've already hit the texpage limit once
The only way to do normalmapped animated characters right now is posing them, baking a separate (object space) normalmap for each pose, joining normalmaps for each pose into a single texpage and exporting each pose to wmit. That will produce quite a big texture map and we've already hit the texpage limit once
-insert deep philosophical statement here-