Models by Jorzi (AR)

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

Post by MaNGusT » 05 Jan 2020, 01:06

Jorzi wrote:
05 Jan 2020, 01:02
Wait a minute *facepalm*
The files I downloaded were actually the html content of the download link, rather than its target, so my shaders aren't shaders at all, let me try again
:lol2: I also like sf user-friendly interface.
Tips to fan animation - open fans model, import .ani for it and then append model of factory

aslo shading code no longer works without spec map(for easy bug fixing).
Here you can download build that supports tangents space maps for tests.
Last edited by MaNGusT on 05 Jan 2020, 01:25, edited 1 time in total.
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Re: Models by Jorzi (AR)

Post by Jorzi » 05 Jan 2020, 01:23

It works :D
Normals and tangents also seem to be exactly as in blender, perfect :)
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Re: Models by Jorzi (AR)

Post by MaNGusT » 05 Jan 2020, 01:44

Jorzi wrote:
05 Jan 2020, 01:23
It works :DNormals and tangents also seem to be exactly as in blender, perfect :)
In wz it works perfectly too. I don't know why they decided to wait 3.4.0 for such update. Non of us are familiar with vulkan code so it will take ages to rewrite it from ogl. I hope they will change their decision and release it for 3.3.* and then we could switch our workflow for a fastest way. :-)
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Re: Models by Jorzi (AR)

Post by Jorzi » 05 Jan 2020, 15:53

Personally I don't see the vulkan API as that necessary for modernizing the graphics. I thought the main reason for switching to Vulkan was that we have developers who are enthusiastic about the new api and that it would make development easier? The previous decision to switch to opengl ES seemed more logical to me, since we want compatibility with as much hardware as possible.
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Re: Models by Jorzi (AR)

Post by MaNGusT » 05 Jan 2020, 19:45

Jorzi wrote:
05 Jan 2020, 15:53
Personally I don't see the vulkan API as that necessary for modernizing the graphics.
as far as I understand, they want multi api support for wz but it will still require some code changes to optional normals directive. Also, I don't know who will fix that since I-Nod is not a graphical engine developer, it took some time to google and write necessary code for right "tangents". Hundreds of holywars about how it should look like, inverted Y channel that can't fix and other good stuff XD

My thoughts are that we need this normals directive today not tomorrow and I absolutely don't care on what api it will work. I just want to create models with standard technique(without limitations) and put it to mod. :)
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Re: Models by Jorzi (AR)

Post by Jorzi » 06 Jan 2020, 01:36

Now that tangent space is a thing, I completely changed workflow for the arizona houses, creating a page with bits that you can then use to kitbash models from :wink:
This way we can have loads of different hut models all using the same texture.
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arizona_houses_tanspace.png
arizona_houses_diff.png
arizona_houses_spec.png
arizona_houses_nor.png
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Re: Models by Jorzi (AR)

Post by MaNGusT » 06 Jan 2020, 05:46

I see you have found some inspiration, good work and nice idea! I'm currently working on broken cars(features) that lay around on arizona campaign maps.
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Untitled.jpg (29.73 KiB) Viewed 2165 times
Do you have an idea about how to make broken windows? XD
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Re: Models by Jorzi (AR)

Post by Jorzi » 06 Jan 2020, 19:27

That one looks nice :)
I made the broken windows many yerars ago, but I think I just took a plane, cut the lines in by hand with the knife tool, deleted the appropriate triangles to leave a jagged hole, then extruded and beveled it to give some surfaces for the light to reflect off.
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Re: Models by Jorzi (AR)

Post by Jorzi » 12 Jan 2020, 15:11

Did some more work on the houses/huts kitbash page, now has the parts required for making various log cabins, with or without snow
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Re: Models by Jorzi (AR)

Post by MaNGusT » 12 Jan 2020, 15:31

Nice one! Did you try to put it to wz with pie normals?
also, I have some thoughts about baking ao to texture. In the past we often included shadows casted by terrain into dif texture and it looked good. But if there will be ssao support(that is not that hard to add) then objects will look too dark and with shadows on highlighted parts. So currently I do only simple self-ao without extra shadows. :-)
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Re: Models by Jorzi (AR)

Post by Jorzi » 12 Jan 2020, 16:19

Yeah, I have been thinking about the same thing. I have been thinking that I should limit the AO maximum range to only cover very small details
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Re: Models by Jorzi (AR)

Post by Jorzi » 12 Jan 2020, 17:55

Looks like everything is working nicely :)
Time to try and get some of this into the game I guess
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Re: Models by Jorzi (AR)

Post by MaNGusT » 12 Jan 2020, 18:52

May be add some noise to spec map to exclude a clear shinning in sandy Arizona? :-)
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Re: Models by Jorzi (AR)

Post by Jorzi » 12 Jan 2020, 19:26

I will do that eventually :)
I found a bug in your shader code btw, line 154.
Alpha testing was not working, because at some point, light was added to the alpha channel as well I think.
Apparently the alphaTest flag is also set to false, so I inverted it as a temporary hack solution.
I changed it to

Code: Select all

	if (!alphaTest && (diffuseMap.a <= 0.5))
As you can see, I also set the alpha threshold to 0.5, because it eliminates any colourbleed along alpha edges, and I find it looks better overall
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Re: Models by Jorzi (AR)

Post by MaNGusT » 12 Jan 2020, 19:34

Jorzi wrote:
12 Jan 2020, 19:26
I found a bug in your shader code btw, line 154.
I think, I didn't even touch this line :D just copy-paste. Feel free to commit changes. :-)
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