This is why I think the game should use the .dds format, so you guys can include all that information!Olrox wrote: Mesh > UVW Map > Lighting map > Normal Map > Textures > Specular Map > Complementary Normal Map > Model.
Option to use higher detail models / textures
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Crymson
- Trained

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Re: Option to use higher detail models / textures
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Olrox
- Art contributor
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- Joined: 03 Jul 2007, 19:10
Re: Option to use higher detail models / textures
Emdek wrote: By the way, are these "sources" uploaded to repository later? It's good to have sources in safe and available for all place.
Put it short - we are currently organizing ourselves so we can work with AR more effectively. As I've mentioned yesterday in the IRC channel, we are developing a website (macuser is working on it - kudos to himCrymson wrote: It would beif you guys place the models into the repository for all to play with!
We will have the official AR topic created here as soon as we have the website ready - work will be easier and we'll probably have more things to post on the forums after that. We'll post the versions of the mod here, as well as screenshots of the pre-release versions of the models - so that we can earn feedback from the community as a whole. This will be our way of interacting with the community. Early stages are going to be developed in our restricted forums so we can post any files under work there without flooding our forums here, until we reach a pre-release version. That will be already approved by our team. Then, we'll post screenshots of it here so we can know what you think and earn feedback. After that we'll either commit the model to the mod or return to our forums to improve it.
All that spoke, we can maybe make the final high-poly available for the community but licensing depends on each author. Also, I don't know if we can just upload hundreds of files to the repository being unnoficial. And using the precious well-limited storage capacity of our free web hosting provider for things that we don't need to be online is out of question.
Bottom lines are, we can upload the high-poly files to a repository, but the author chooses the license for his work, and we obviously need access to upload things into the repository. We aren't going to create a repository by our own because we have a whole lot of work already (perform a search on warzone base and mp folders for .pie models and count the results to have an idea of how much. A hint - it is more than a thousand files. Those are the meshes, and even though we may not modify some of them, it's over 750 models to produce, and each one involves all the steps I've mentioned before).
Isn't .dds an image format? I don't get your point. We have all those maps and textures on .png already. We'll just need support for the maps after the models are done, and that comes after there's enough content to justify the involved work on implementing normal bump map and possibly specular map processing.Crymson wrote:This is why I think the game should use the .dds format, so you guys can include all that information!Olrox wrote: Mesh > UVW Map > Lighting map > Normal Map > Textures > Specular Map > Complementary Normal Map > Model.
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Sorry about the possibly excessive information, I just wanted to make things clear
~Olrox
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stiv
- Warzone 2100 Team Member

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Re: Option to use higher detail models / textures
You might want to think about hosting your project somewhere like SourceForge. You get hosting space, mailing lists, forums, tracker, wiki and version control in the flavor of your choice.
https://sourceforge.net/register/
https://sourceforge.net/register/