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Re: Cartoon tileset experiment

Posted: 26 Oct 2012, 13:19
by Merowingg
hehe, they seem to be rotated in all kinds of directions :P
Well not only were they drunk while making the train, but also their IQ or shall I say level of technology is not so advanced so the train looks as it looks :P

I really like your models, they are so nice to look at, I dont know if it is the colours or what, but really cool.

Re: Cartoon tileset experiment

Posted: 26 Oct 2012, 18:46
by felipe
Guy's

can someone explain me what's happening to this building ?
wz2100-20121026_133905-F_structref-T1.jpg
I don't know why things work this way, bus at least I managed to make loog good the painting of the acme commercial on the floor XD

Re: Cartoon tileset experiment

Posted: 27 Oct 2012, 22:04
by raycast
I love this idea.

Maybe we can use Toon Shaders for the models? Then we could probably use some very simple textures for the models; mostly solid colors.

http://www.google.com/search?tbm=isch&q ... der+opengl

Re: Cartoon tileset experiment

Posted: 28 Oct 2012, 17:16
by Jorzi
Toon shaders are pretty simple, the simplest would of course be unshaded mode, which would probably work really well. Edge lines, however, would need to be implemented as a postprocessing filter.

Re: Cartoon tileset experiment

Posted: 28 Oct 2012, 23:10
by Jorzi
Drew some outlines on felipe's grass texture ;)

Re: Cartoon tileset experiment

Posted: 29 Oct 2012, 17:46
by felipe
Nice texture Jorzi.

I'm having some PC problems.
The power went out two times, the second during the filesystem check.... this already happened to me, without conseguences.
But not this time.

The system now is almost ok, there is some weird libs problem that prevent dri/drm/opengl to work.
arghh

I'm bored :augh: .
And really in need of an UPS.

Re: Cartoon tileset experiment

Posted: 29 Oct 2012, 19:03
by Jorzi
Sorry to hear that... Have you tried reinstalling the graphics drivers?

In the worst case, you can always back up all files and format the whole system partition, reinstalling windows...

Re: Cartoon tileset experiment

Posted: 29 Oct 2012, 20:05
by raycast
If you are a Debian or Ubuntu user, the following may help to reinstall all packages:

Code: Select all

dpkg --get-selections | while read pkg status; do aptitude reinstall $pkg; done

Re: Cartoon tileset experiment

Posted: 29 Oct 2012, 23:43
by Jorzi
Got the factory base done today...

Re: Cartoon tileset experiment

Posted: 31 Oct 2012, 15:54
by Im_Useless
cant wait for this to be finished lol, looks amazing

Re: Cartoon tileset experiment

Posted: 31 Oct 2012, 20:08
by felipe
I have my home workstation working again. XD XD XD

The crazy thing is that I run into this #3679 bug while restoring/upgrading from the disaster.
Until I casually found that tiket, it drove me really crazy.

I'm on FreeBSD with an ATI card, no way, glew-1.9 make warzone crash (but not the opengl demos....).

At work again :shock:

Re: Cartoon tileset experiment

Posted: 01 Nov 2012, 03:46
by Rman Virgil
felipe wrote:Guy's

can someone explain me what's happening to this building ?
wz2100-20121026_133905-F_structref-T1.jpg
I don't know why things work this way, bus at least I managed to make loog good the painting of the acme commercial on the floor XD
As to those graphic glitches...

I've seen such with the same texture page # used with differing art as can happen when auto loading 2 mods. Recently its happened to me running AR mod and USAI mod. Just a minor graphic glitch manifesting in the oil resource visual (so far the only one I've detected). But if this scenario doesn't fit your circumstance, I don't know of any other possible culprit.
.

Re: Cartoon tileset experiment

Posted: 02 Nov 2012, 13:38
by Jorzi
Textured the command center.
I also remodeled it according to this picture.
What do you think? (the new one is 166 triangles compared to 49 for the old one)

Re: Cartoon tileset experiment

Posted: 02 Nov 2012, 19:39
by aubergine
That's a big improvement, it looks more beefy and worthy of being a HQ.

Re: Cartoon tileset experiment

Posted: 02 Nov 2012, 20:08
by raycast
As there aren't that many command centers around on a map (and on the screen at the same time) that should not make a huge difference. Does the new model work with the old texture, too?