Models by MaNGusT (AR)

Improving the artwork in Warzone2100 - not for mod discussions
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MaNGusT
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Re: Models by MaNGusT (AR)

Post by MaNGusT »

Have spent some time, high poly model is pretty done I think. idk what to add else. :-)
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IgorBrehm
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Re: Models by MaNGusT (AR)

Post by IgorBrehm »

nice! Warzone is starting to be also a good graphics game
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Re: Models by MaNGusT (AR)

Post by Jorzi »

Really nice interpretation of the original design :)
Only crit/suggestion I have is that the top of the cylindrical center part could have some little extra detail. (for example, some kind of locking mechanism allowing it to be opened)
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Bruno Rodolfo
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Re: Models by MaNGusT (AR)

Post by Bruno Rodolfo »

MaNGusT , very nice work ...... truly, this is not to many!!!!
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lav_coyote25
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Re: Models by MaNGusT (AR)

Post by lav_coyote25 »

awesome work. is too bad we don't have some way of in game recording. with hi-poly models such as that and a nice script - heck, we could redo the entire game sequence cut scenes. :3
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Goth Zagog-Thou
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Re: Models by MaNGusT (AR)

Post by Goth Zagog-Thou »

My thoughts exactly, Lav. :D
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Re: Models by MaNGusT (AR)

Post by lav_coyote25 »

ya know, perhaps one could do up some models for such a game as say, battlefield 1942 or desert storm mod. just so we could get the cut-scenes filmed. just an idea. :hmm:
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Berg
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Re: Models by MaNGusT (AR)

Post by Berg »

The time that was wasted on WZGM project may be just what you want with its vid capture ability.
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Re: Models by MaNGusT (AR)

Post by lav_coyote25 »

Berg wrote:The time that was wasted on WZGM project may be just what you want with its vid capture ability.
huh?? explain.
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Re: Models by MaNGusT (AR)

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stiv
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Re: Models by MaNGusT (AR)

Post by stiv »

is too bad we don't have some way of in game recording.
We built a video dumper into WZGM, similar to the screen shot dumper. It dumps video frames as raw bytes to disk and then post-processes them outside the game into video.

Frame rates were an issue (around 10~20 fps depending, at least with my cheap nVidia card) The basic problem is glReadPixels is slow on consumer graphics cards (they are optimized for the inverse operation - pushing pixels to the screen) But it can be done.
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Berg
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Re: Models by MaNGusT (AR)

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lav_coyote25
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Re: Models by MaNGusT (AR)

Post by lav_coyote25 »

so, where is development is this? is good to go yet, or.... :hmm:
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Re: Models by MaNGusT (AR)

Post by stiv »

so, where is development is this? is good to go yet,
It is, ummm, in the queue. I'm still trying to get a patch for the WZGM random credits feature finished. (allows you to add any number of appropriately named backdrops and credits screens and displays them randomly) Every time I sit down to work on it, I end up doing battle with stinkin' git instead. Slowly, but slowly...
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Re: Models by MaNGusT (AR)

Post by Jorzi »

Just a note: the hi-poly will not go into the game engine. Even if you removed all the hardware limitations, a gtx590 would choke on the extreme polycounts from an army of tanks.

As a side note: while quadro and geforce cards use the same chipset nowadays, glReadPixels is intentionally slowed down in the geforce driver so it will not take the market share of the quadro cards (cad programs apparently use these operations quite a lot)
The problem is not there with the gtx 200 series cards, though.
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