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Re: Attention Artists, we need your help!

Posted: 13 Oct 2009, 02:58
by -Kosh-
DFStormbringer wrote: im sorta hoping for real time lighting so we can get some night maps with headlights the vehicles
:cool:
That would rock but would slow the game down drastically.

Re: Attention Artists, we need your help!

Posted: 18 Oct 2009, 07:00
by Olrox
-Kosh- wrote:
DFStormbringer wrote: im sorta hoping for real time lighting so we can get some night maps with headlights the vehicles
:cool:
That would rock but would slow the game down drastically.
I was acting like that, starting when I first played warzone:

Expecting>Hoping>Dreaming :P

Actually, I was very pleased when I saw the progress of teamcolor masks already - so if some attempt of making dynamic lighting effects is successful, I'll be really surprised :D

I've got a good idea while I've mentioned the progress of teamcolor masks O_O

When we've got masks working, then there could be an option to add the terrain grid DFStormbringer proposed without having to make it into the texture pages: it would be a texture mask which add a black "frame" to every tile, in the terrain texture pages. It could work, couldn't it? :rolleyes:

Even though It wouldn't tell wether you can build on a position or not, it would help counting the space you've got left in your base. I like the way this kind of grid helps in RollerCoaster Tycoon (the first one, epic game, played it over countless hours xD )

If the idea sounds bad, just forget I told anything about it :rolleyes:

Re: Attention Artists, we need your help!

Posted: 04 Nov 2009, 02:41
by milo christiansen
A grid would be nice only if you could toggle it on and off.

Re: Attention Artists, we need your help!

Posted: 04 Nov 2009, 03:40
by Olrox
milo christiansen wrote:A grid would be nice only if you could toggle it on and off.
Yes, sure.

Re: Attention Artists, we need your help!

Posted: 05 Nov 2009, 02:19
by DFStormbringer
as i said only have it active or opaque wile you are in build mode.. should be fine then.

and no..it wouldent slow the game down consideraby.. the shadows can be kept low resolution and even teh cheapest of computers these days can handle low level lighting.

not to mention it being a new graphic option it would have to be listed under the graphics tab.. so those that dont want it or cant run it.. can simply turn tat graphic option off.

specularity.. bump mapping.. real time lighting.. bloom.. flare effects.. particle enhanced smoke.. even particle based exlosions and ricoshets and sparks. all these things can and would be set in the graphics tab.. which would please everyone.. purists can leave it off.. low in comps can adjust the levels accordingly.. and when its on the game looks so much better.

Re: Attention Artists, we need your help!

Posted: 08 Nov 2009, 07:14
by Buginator
DFStormbringer wrote:as i said only have it active or opaque wile you are in build mode.. should be fine then.

and no..it wouldent slow the game down consideraby.. the shadows can be kept low resolution and even teh cheapest of computers these days can handle low level lighting.
Um, there really isn't a 'low resolution' available when using stencil shadows...
not to mention it being a new graphic option it would have to be listed under the graphics tab.. so those that dont want it or cant run it.. can simply turn tat graphic option off.

specularity.. bump mapping.. real time lighting.. bloom.. flare effects.. particle enhanced smoke.. even particle based exlosions and ricoshets and sparks. all these things can and would be set in the graphics tab.. which would please everyone.. purists can leave it off.. low in comps can adjust the levels accordingly.. and when its on the game looks so much better.
Sure, I am hoping for using GLSL in the current trunk to have all this, but the problem becomes, you need separate rendering paths if people disable things, and we just don't have the manpower to do this. :( We are down to 1-2 semi-active people, and the rest are busy until the next school break or they find free time.

Re: Attention Artists, we need your help!

Posted: 17 Nov 2009, 12:08
by rEI
...You know, I was going to try and update these for the hell of it, but then I came here looking for a crash solution and I found this thread.

Starting overhaul of C1 immediately.

///rEI

Re: Attention Artists, we need your help!

Posted: 21 Nov 2009, 18:53
by Buginator
rEI wrote:...You know, I was going to try and update these for the hell of it, but then I came here looking for a crash solution and I found this thread.

Starting overhaul of C1 immediately.

///rEI
I don't have time to list which ones are done, and which ones aren't, but check trunk's gfx to find out which ones still need fixing.
C1
http://developer.wz2100.net/browser/tru ... esc1hw-128
C2
http://developer.wz2100.net/browser/tru ... esc2hw-128
C3
http://developer.wz2100.net/browser/tru ... esc3hw-128

Re: Attention Artists, we need your help!

Posted: 21 Nov 2009, 20:27
by Olrox
It's a pity I don't have a clone - because if I did, I'd help you all working with that. But right now I think I'll just keep remaking models for AR.
The work you guys are doing is very good (in case I didn't note that before :P [oh god, who changed the razz smiley ? :mad; ])
xD

Re: Attention Artists, we need your help!

Posted: 22 Nov 2009, 23:05
by RockDude91
Olrox wrote: I was acting like that, starting when I first played warzone:

Expecting>Hoping>Dreaming :P

Actually, I was very pleased when I saw the progress of teamcolor masks already - so if some attempt of making dynamic lighting effects is successful, I'll be really surprised :D
I dont believe that you should start off with the most advanced techniques first (Real-Time Lighting)

Maybe you could just start off with making some Night-Time Skirmish maps

Then, people that do not have a good graphics card or good CPU can still have a choice as to whether to play the maps! ;)

But You're doing awesome so far lol a big difference to the ps1 version :D Keep it up!

Re: Attention Artists, we need your help!

Posted: 23 Nov 2009, 01:40
by rEI
Hm. While they are cleaned up, the pixelation is still rather bad, so I took a stab at re-texturing and upping the res of the tiles [here's a sample of the first sand-type tiles]:

[One issue, though: I tried to preview them in the engine, but there's no change; are these textures just not implemented yet?]

///rEI

Re: Attention Artists, we need your help!

Posted: 23 Nov 2009, 10:47
by Mysteryem
rEI, the original tertile pages don't work any more, you have to make mip-map sets of each individual tile. Take a look at how they are stored.

Re: Attention Artists, we need your help!

Posted: 12 Mar 2010, 13:35
by Gnubond
if someone directed me maybe I could do something! that is to say exactly what to do on a tile because I do not understand the changes that you want!

Re: Attention Artists, we need your help!

Posted: 17 Mar 2010, 02:31
by Buginator
Gnubond wrote:if someone directed me maybe I could do something! that is to say exactly what to do on a tile because I do not understand the changes that you want!
I *think* all the decals that needed fixing are fixed, but as always, they could be improved.

You can check out the latest version of the files listed, and look at them...

Re: Attention Artists, we need your help!

Posted: 17 Mar 2010, 03:08
by Zarel
Buginator wrote:I *think* all the decals that needed fixing are fixed, but as always, they could be improved.
This is correct. Locking, so people don't think there's still stuff to do here.

On second thought, might be easier just to edit the topic title. Unlocked.