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.Jorzi wrote:@Mangust yeah, I'll make the tracks darkerBut 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)
Models by Jorzi (AR)
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MaNGusT
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Re: Models by Jorzi (AR)
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Jorzi
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Re: Models by Jorzi (AR)
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)
hmm. too sad I can't test my models in game, to compare the results from the 3ds max.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%
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Axel
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Re: Models by Jorzi (AR)
Unable to parse wrf or piestats
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I play also under names: Zames, Cruel, Trauma
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carbon dude oxide
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Re: Models by Jorzi (AR)
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)
both but quads will be automatically converted into triangles by the game engine.carbon dude oxide wrote:i have a quick question regarding the models used. do they have to be triangles or can they be quadrangles?
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.Axel wrote:Unable to parse wrf or piestatsJorzi wrote:It requires a recent build (master snapshot 20110519 is too old)(
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Rman Virgil
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Re: Models by Jorzi (AR)
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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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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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Jorzi
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Re: Models by Jorzi (AR)
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)
@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


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Per
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Re: Models by Jorzi (AR)
The PIE format now only supports triangles.carbon dude oxide wrote:i have a quick question regarding the models used. do they have to be triangles or can they be quadrangles?
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Axel
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Re: Models by Jorzi (AR)
CooL
) Next step apply these effects to terrain, especially on water and remove blue window from Transport!!
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CyclonatorZ
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Re: Models by Jorzi (AR)
But... but 20110519 is still the most recent, at least according to the front page. Is there another one I don't know about?Jorzi wrote:Download my new mod!!!1!![]()
It requires a recent build (master snapshot 20110519 is too old)
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Jorzi
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Re: Models by Jorzi (AR)
There you get daily builds with all the newest features and bugsMaNGusT wrote:http://buildbot.wz2100.net/files/warzon ... urrent.exe
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)
yes.CyclonatorZ wrote:But... but 20110519 is still the most recent, at least according to the front page. Is there another one I don't know about?Jorzi wrote:Download my new mod!!!1!![]()
It requires a recent build (master snapshot 20110519 is too old)
choose by date.MaNGusT wrote:You can try this http://buildbot.wz2100.net/files/
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CyclonatorZ
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Re: Models by Jorzi (AR)
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)
damn... use your brain... http://guide.wz2100.net/faq#installmodCyclonatorZ 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).