Art Revolution mod. Latest release: January, 2015
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Re: Art Revolution mod. Latest release: January, 2015
Wondering, will this be updated soon? The current version, doesn't work properly with the newest version of Warzone 2100.
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- New user
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Re: Art Revolution mod. Latest release: January, 2015
I´am also intrested in a new version of your AR-mod. If there any plans to update your mod to the current version of Warzone?
I hope there are. (=
I hope there are. (=
- wz2100ismyporn
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Re: Art Revolution mod. Latest release: January, 2015
Guys, i have a problem with this mod on 3.2.3 version.
I can start new game, i can play, i can save games... but i can't load them.
If i load the game, it says WZ can't load mod and shuts it down together with all other mods. Tried it with only AR mod installed, same sh*t!
Any ideas?
UPDATE: Solved by putting all mod folders and files into one .wz mod archieve.
I can start new game, i can play, i can save games... but i can't load them.
If i load the game, it says WZ can't load mod and shuts it down together with all other mods. Tried it with only AR mod installed, same sh*t!
Any ideas?
UPDATE: Solved by putting all mod folders and files into one .wz mod archieve.
Re: Art Revolution mod. Latest release: January, 2015
Very nice work on this mod. The screenshots look impressive.
I was hoping to use this mod in combination with Warzone 2100 version 3.2.3. However, the units are not shown correctly. They appear as some kind of shades.
I have placed ARmod_beta2 into an autoload map inside the mods folder. When I start Warzone 2100 3.2.3, it notifies that the mod is loaded. For instance I get the artwork in the main menu. But when starting any game, I get the shady units.
With Warzone 2100 version 3.1.5 and ARmod_beta1 the units appear correctly though.
Does anyone have an idea on how to get the AR mod working on 3.2.3?
I was hoping to use this mod in combination with Warzone 2100 version 3.2.3. However, the units are not shown correctly. They appear as some kind of shades.
I have placed ARmod_beta2 into an autoload map inside the mods folder. When I start Warzone 2100 3.2.3, it notifies that the mod is loaded. For instance I get the artwork in the main menu. But when starting any game, I get the shady units.
With Warzone 2100 version 3.1.5 and ARmod_beta1 the units appear correctly though.
Does anyone have an idea on how to get the AR mod working on 3.2.3?
Re: Art Revolution mod. Latest release: January, 2015
Hi, thank you for your interest.
The thing is, shader definitions have changed and I have not really had the time to rewrite the code. I made an attempt a while ago but something was still bugging. You should be able to run it with shaders off, but that will of course look a bit flat and boring.
The thing is, shader definitions have changed and I have not really had the time to rewrite the code. I made an attempt a while ago but something was still bugging. You should be able to run it with shaders off, but that will of course look a bit flat and boring.
-insert deep philosophical statement here-
Re: Art Revolution mod. Latest release: January, 2015
Thanks for the reply, Jorzi. I'll stay with 3.1.5 in that case.
Re: Art Revolution mod. Latest release: January, 2015
Great Mod!
Though I See Many Stuff Missed Thoughs
Bodies Missed:
Retaliation
Retribution
Vengeance
Wyvern
Dragon
Propulsions Missed:
Naval
V-Tol
Helicopter
Weapons Missed:
Nexus Link Turret
Tank Killer
Gauss Cannon
Rail Gun
Needle Gun
Hurricane AA Turret
Plasmite Flamer
EMP Mortar
Pepperpot
Incendairy Mortar
Seraph Missile Array
Vindicator SAM
Archangel Missile
Scourge Missile
Twin Assault Gun
Plasma Cannon
Flashlight
Pulse Laser
Ground Shaker
Howitzer
Incendairy Howitzer
Heavy Laser
Inferno
EMP Cannon
AA Flak Cannon
Stormbringer AA Laser
2. The transporters dont have a fan animation
3. Missed The Rest of the Sensor's As Well
Structures:
1. Missed Many of the BaBas Model Textures
2. Missed The AA site's and the fortresss' And the Some Emplacements
Also Missed The Cyborg Factory, The Rearming Pad, & the vtol factory
The Repair Facility, LasSat, Uplink, & Research
All of the Pit's
I Believe That's All!
Though I See Many Stuff Missed Thoughs
Bodies Missed:
Retaliation
Retribution
Vengeance
Wyvern
Dragon
Propulsions Missed:
Naval
V-Tol
Helicopter
Weapons Missed:
Nexus Link Turret
Tank Killer
Gauss Cannon
Rail Gun
Needle Gun
Hurricane AA Turret
Plasmite Flamer
EMP Mortar
Pepperpot
Incendairy Mortar
Seraph Missile Array
Vindicator SAM
Archangel Missile
Scourge Missile
Twin Assault Gun
Plasma Cannon
Flashlight
Pulse Laser
Ground Shaker
Howitzer
Incendairy Howitzer
Heavy Laser
Inferno
EMP Cannon
AA Flak Cannon
Stormbringer AA Laser
2. The transporters dont have a fan animation
3. Missed The Rest of the Sensor's As Well
Structures:
1. Missed Many of the BaBas Model Textures
2. Missed The AA site's and the fortresss' And the Some Emplacements
Also Missed The Cyborg Factory, The Rearming Pad, & the vtol factory
The Repair Facility, LasSat, Uplink, & Research
All of the Pit's
I Believe That's All!
WZ2120&Nukemod Duo
http://forums.wz2100.net/viewtopic.php?f=49&t=13527
donate the project!
http://donations.wz2100.net/
http://forums.wz2100.net/viewtopic.php?f=49&t=13527
donate the project!
http://donations.wz2100.net/
Re: Art Revolution mod. Latest release: January, 2015
Happy new year everyone!
To celebrate 2018 i finally took the time to look through the updated shader definitions, and I present to you, Art Revolution beta 3
https://sourceforge.net/projects/artrev ... z/download
This is only a maintenance release, but the good news is it works with the latest version of warzone (3.2.3).
I still have to update the animations to the new format, but the mod is still playable as it is.
One of the challenges I faced was that the normal matrix was no longer accessible from the fragment shader by default. Instead of trying to pass it on from the vertex shader, I inverse transformed the light and view vectors. This should theoretically make the code more efficient, although the bottleneck has always been the CPU.
To celebrate 2018 i finally took the time to look through the updated shader definitions, and I present to you, Art Revolution beta 3
https://sourceforge.net/projects/artrev ... z/download
This is only a maintenance release, but the good news is it works with the latest version of warzone (3.2.3).
I still have to update the animations to the new format, but the mod is still playable as it is.
One of the challenges I faced was that the normal matrix was no longer accessible from the fragment shader by default. Instead of trying to pass it on from the vertex shader, I inverse transformed the light and view vectors. This should theoretically make the code more efficient, although the bottleneck has always been the CPU.
-insert deep philosophical statement here-
Re: Art Revolution mod. Latest release: January, 2015
Hey,Jorzi wrote:Happy new year everyone!
To celebrate 2018 i finally took the time to look through the updated shader definitions, and I present to you, Art Revolution beta 3
https://sourceforge.net/projects/artrev ... z/download
This is only a maintenance release, but the good news is it works with the latest version of warzone (3.2.3).
I still have to update the animations to the new format, but the mod is still playable as it is.
One of the challenges I faced was that the normal matrix was no longer accessible from the fragment shader by default. Instead of trying to pass it on from the vertex shader, I inverse transformed the light and view vectors. This should theoretically make the code more efficient, although the bottleneck has always been the CPU.
I’m making stats for some of these models and adding them into a balance. I renamed all of the .pie filenames so that they can be used side-by-side with existing models instead of replacing them. I replaced “.pie” with “ar.pie” in the filenames. Then I clone existing bodies/structures/propulsions and just change the .pie value to import the AR version.
I took the wheels, half-tracks, tracks, grey bodies and yellow bodies and prefixed “NASDA” to their name. We can simply say they are manufactured by NASDA They have improved performance with slightly longer build times. I added them into the tech tree in the places that they would most make sense.
I also used the oil derrick and named it “guarded oil derrick” equipped with an MG.
I used the research and factory structures and named them “automated factory” and “dedicated research facility”. Of course with improved performance but much longer build times and costs. This makes for a total of 10 factories/research centers.
I'd post what I have but as you know it's too large for the forum to exchange back and forth. Maybe I should make a git repo.
Well that’s it for now but just thought I’d let you know I’m making use of your work so it’s not for nothing.
Picture of bug and viper models side-by-side with originals. Factory in the background.
Re: Art Revolution mod. Latest release: January, 2015
I tried to enlarge that image MIH-XTC but it sends me to another web site = im lazy to chase it
I would like to see these models running in game but i still fear the laggy grafix system.
I would like to see these models running in game but i still fear the laggy grafix system.
Re: Art Revolution mod. Latest release: January, 2015
That would be nice if you could performance check the graphics, I have a GTX1070 and i7 7700k so my computer is biased but I'm interested to know if this will cause other people to lag.Berg wrote:I tried to enlarge that image MIH-XTC but it sends me to another web site = im lazy to chase it
I would like to see these models running in game but i still fear the laggy grafix system.
It's already bad enough it's not transferable via map download due to size
I use https://tinypng.com/ to reduce image sizes. I'm sure it reduces quality but I'm not sure to what extent. With the naked eye it doesn't seem too noticeable.
Anyways, here is the AR mod + stats (From contingency thread) EDIT: Compatible with master only (not sure 3.2.3)
http://www.filedropper.com/contingency-eb-ar
Here are some 1080 pictures
I only know of one bug so far, the pink and purple team colors need to be swapped. Pink on the minimap is has purple tanks and vice versa.
Re: Art Revolution mod. Latest release: January, 2015
is the turret limit issue still present in the master?MIH-XTC wrote:That would be nice if you could performance check the graphics, I have a GTX1070 and i7 7700k so my computer is biased but I'm interested to know if this will cause other people to lag.Berg wrote:I tried to enlarge that image MIH-XTC but it sends me to another web site = im lazy to chase it
I would like to see these models running in game but i still fear the laggy grafix system.
It's already bad enough it's not transferable via map download due to size
I use https://tinypng.com/ to reduce image sizes. I'm sure it reduces quality but I'm not sure to what extent. With the naked eye it doesn't seem too noticeable.
Anyways, here is the AR mod + stats (From contingency thread) EDIT: Compatible with master only (not sure 3.2.3)
http://www.filedropper.com/contingency-eb-ar
Here are some 1080 pictures
I only know of one bug so far, the pink and purple team colors need to be swapped. Pink on the minimap is has purple tanks and vice versa.
Re: Art Revolution mod. Latest release: January, 2015
Yes, that's what the hold up is. The design screen only holds 256 turrets. I don't know how to fix it. The build structure menu is maxed out too. Ideally we should expand the number of models allowed in all of the menus to 1024. I can't test stats for things that don't appear on the menus.Lord_Kane wrote: is the turret limit issue still present in the master?
Re: Art Revolution mod. Latest release: January, 2015
Does Art-Rev use or plan to use alpha in base plates? It is enabled now, but I'm wondering if we should turn it off, since nothing seems to use it and it would simplify things.
Re: Art Revolution mod. Latest release: January, 2015
I cant see the point in using alpha in base plates this will solve the shadows on base plates?