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montetank wrote:But it is very difficult for me, to find differences between the heavy MG-Hardpoint and the light cannon hardpoint.
1. use anti-aliasing
2. Agreed, it's too gray-ish, more contrast will do the work, also I think that's why they added blue colour at the end of cannon barrel on the original texture. I missed that on my model.
No need to extract, just place the .wz file in your mods folder, make a shortcut of warzone and modify its path (right click on the shortcut -> properties) by adding --mod=modname.wz outside the quotes. For more info, see http://developer.wz2100.net/wiki/Comman ... tions#Data
Hello everyone
Beta 2 has been released https://sourceforge.net/projects/artrev ... z/download
The main purpose for this release is to update the fragment shaders for wz 3.2.x
However, it still includes a few nice goodies since last release, check them out:
-Mortar by MaNGusT
-Teamcolored Cobra body by MaNGusT
-Tiger body by me
-Scav trike by me
-Fixed avenger SAM normal map (y-axis was mirrored)
-Included an old model of the gate, textured by Olrox, not sure whose model.
Hi
Sounds like you downloaded a snapshot of the latest development rather than the beta2 release? Should still work, since a .wz file is just a renamed zip.
What is the average poly count of model ? Stencil shadows have disastrous perf with huge polycount because cpu needs to extrude meshes silouhettes every frame.
I think using shadowmap would solve performance as well as providing a better softer look.
Bodies and propulsions are 200-300 tris, weapons are 100-200. This should give around 500-700 tris per normal tank. Buldings are a bit more since their numbers are limited. As you said, stencil shadows are the biggest bottleneck atm, and per has actually worked a bit on a shadow buffer implementation. Still, performance of art revolution mod is ok on most machines, and for large multiplayer battles, you can just disable shadows.
Not a bug, it's a feature (beta2 is 3.2.x only)
As Vincent said, the critical file here is tcmask.frag. It was modified in the 3.2 series, which is the main reason for the beta2 release. If you want to play beta2 on 3.1.5 you can dissect the mods and use the tcmask file from beta1. Apparently I also need to make further changes when it comes to current master. I welcome these changes, however, since I like to be able to set the threshold for alpha testing in order to tweak the "bulkiness" of certain sprites.