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 »

Jorzi wrote:@Mangust yeah, I'll make the tracks darker ;) But unfortunately the bumpyness factor can only be lowered I think, or maybe it could be increased if I can come up with a formula that multiplies the deviation from the base normal (hey, that could actually work, although it would probably result in artifacts along the face edges)
I think that we could take as "standard" value the 100% bumpness from 3ds Max DirectX shader preview because in every "good" tutorial people use it to see how NM and other textures would look in a game. I think that these 100% is the standard value for a games(well.. a directx games). Also, Colditz uses the 100% bumpness amount too. may be we can steal the NM formula from DirectX SDK. :D
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Jorzi
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Re: Models by Jorzi (AR)

Post by Jorzi »

I don't know how much you are into vector math, but 100% simply means that, using the interpolated vertex normal as z-axis, the shader simply uses the rgb value as the new normal vector. Any value below 100% means that the normal map is mixed with the standard blue color (0.5, 0.5, 1.0) which is the z-axis, meaning that all the normals move towards the z-axis. Unless I specify any mixing, the normal is automatically at 100%
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MaNGusT
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Re: Models by Jorzi (AR)

Post by MaNGusT »

Jorzi wrote:I don't know how much you are into vector math, but 100% simply means that, using the interpolated vertex normal as z-axis, the shader simply uses the rgb value as the new normal vector. Any value below 100% means that the normal map is mixed with the standard blue color (0.5, 0.5, 1.0) which is the z-axis, meaning that all the normals move towards the z-axis. Unless I specify any mixing, the normal is automatically at 100%
hmm. too sad I can't test my models in game, to compare the results from the 3ds max. :?
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Axel
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Re: Models by Jorzi (AR)

Post by Axel »

Unable to parse wrf or piestats :((
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carbon dude oxide
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Re: Models by Jorzi (AR)

Post by carbon dude oxide »

i have a quick question regarding the models used. do they have to be triangles or can they be quadrangles?
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MaNGusT
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Re: Models by Jorzi (AR)

Post by MaNGusT »

carbon dude oxide wrote:i have a quick question regarding the models used. do they have to be triangles or can they be quadrangles?
both but quads will be automatically converted into triangles by the game engine.
Axel wrote:
Jorzi wrote:It requires a recent build (master snapshot 20110519 is too old)
Unable to parse wrf or piestats :((
тебе нужно найти билд с последними изменениями. You can try this http://buildbot.wz2100.net/files/warzon ... urrent.exe or ask Jorzi to share the updated exe file.
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Rman Virgil
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Re: Models by Jorzi (AR)

Post by Rman Virgil »

.

Ahh.... that explains my failure over the weekend to get the texture right after setting connector proper - no backward compatibility. Well I did refamaliarize with some internal workings so it wasn't a waste of time entirely. Good to know the new parameters & binary dependencies, alas.
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Re: Models by Jorzi (AR)

Post by Jorzi »

Yes, the codebase can be quite confusing at first, with many unfinished parts and many things not working quite like you expected...

@Mangust I'm currently researching on a tangent space normal map implementation and at least the shader hasn't crashed yet...

@carbon dude oxide: Model using mostly quads, triangulate when exporting ;) (The gpu only understands triangles so the model has to be triangulated sooner or later, however, modeling is nicer with quads)
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Per
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Re: Models by Jorzi (AR)

Post by Per »

carbon dude oxide wrote:i have a quick question regarding the models used. do they have to be triangles or can they be quadrangles?
The PIE format now only supports triangles.
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Axel
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Re: Models by Jorzi (AR)

Post by Axel »

CooL :)) Next step apply these effects to terrain, especially on water and remove blue window from Transport!! :))
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Re: Models by Jorzi (AR)

Post by CyclonatorZ »

Jorzi wrote:Download my new mod!!!1! :)

It requires a recent build (master snapshot 20110519 is too old)
But... but 20110519 is still the most recent, at least according to the front page. Is there another one I don't know about? O_o
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Re: Models by Jorzi (AR)

Post by Jorzi »

There you get daily builds with all the newest features and bugs ;)
Last edited by Jorzi on 03 Jun 2011, 21:30, edited 1 time in total.
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MaNGusT
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Re: Models by Jorzi (AR)

Post by MaNGusT »

CyclonatorZ wrote:
Jorzi wrote:Download my new mod!!!1! :)
It requires a recent build (master snapshot 20110519 is too old)
But... but 20110519 is still the most recent, at least according to the front page. Is there another one I don't know about? O_o
yes.
MaNGusT wrote:You can try this http://buildbot.wz2100.net/files/
choose by date.
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CyclonatorZ
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Re: Models by Jorzi (AR)

Post by CyclonatorZ »

Okay, but how do I get mods to work with the trunk. I tried putting it into the mod file in the trunk folder, but I seem to only be able to open it with my current version of the standard Warzone exe. (Windows seems to make no distinction between that and the trunk exe).
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MaNGusT
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Re: Models by Jorzi (AR)

Post by MaNGusT »

CyclonatorZ wrote:Okay, but how do I get mods to work with the trunk. I tried putting it into the mod file in the trunk folder, but I seem to only be able to open it with my current version of the standard Warzone exe. (Windows seems to make no distinction between that and the trunk exe).
damn... use your brain... http://guide.wz2100.net/faq#installmod
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