Re: Structure Improvement
Posted: 07 Jun 2010, 21:49
It is frozen on the idea stage .Colditz wrote:What's about the progress of the implementation of normal mapping and smoothing groups, anyway?
It is frozen on the idea stage .Colditz wrote:What's about the progress of the implementation of normal mapping and smoothing groups, anyway?
I completely agree with you and I believe that when all models and textures will be completely redesigned devs will add the normal, specular textures support. They just don't have enough manpower but I still think that at least 1 of devs should work on improving the graphic engine!Colditz wrote:Its one of the most important ways to improve graphics of WZ2100. If I spend my time on recreating the assets for WZ2100, there should be some efforts to change the game code or file format to accept these assets. Otherwise it's demotivating.
Are you guys shooting for higher requirements than openGL 2.1 for those features?MaNGusT wrote:I completely agree with you and I believe that when all models and textures will be completely redesigned devs will add the normal, specular textures support. They just don't have enough manpower but I still think that at least 1 of devs should work on improving the graphic engine!Colditz wrote:Its one of the most important ways to improve graphics of WZ2100. If I spend my time on recreating the assets for WZ2100, there should be some efforts to change the game code or file format to accept these assets. Otherwise it's demotivating.
Yes, it is good when an artist can test his works in game to be sure that it looks good in game too but we still don't have this possibility.
Doors should be merged, i think, to fit the units size or redesign them.Colditz wrote:well, ... slightly inspired by old warzone 2100 artworks and heavy wip.
Current trunk runs on OpenGL 1.5 systems, and can use shaders for the team masks, with a fallback for systems that don't have those. With that it runs on Mesa (the Linux open source 3D drivers), and I at least would appreciate if it stayed that way.Crymson wrote:Are we sure that 3.0 will use openGL 2.1, as is shown here http://developer.wz2100.net/milestone/3.0 ?
Would GLSL be OK to use to implement normal & specular mapping ? I don't see any guidelines about this at all, so people have no clue on what is going on.
True, the factory modules are three different separate models.I already got an idea for the doors.Jorzi wrote:Yeah, the doors will propably be a bit problematic, or you'll have to make three separate models... Isn't that how they were done in the first place?
As far as I know, 3.0 still has a minimum OpenGL requirement of 1.4 (thanks, i-NoD!) but uses some OpenGL 2.0 features when available. You'd have to ask i-NoD for details.Crymson wrote:Are you guys shooting for higher requirements than openGL 2.1 for those features?
Are we sure that 3.0 will use openGL 2.1, as is shown here http://developer.wz2100.net/milestone/3.0 ?
Would GLSL be OK to use to implement normal & specular mapping ? I don't see any guidelines about this at all, so people have no clue on what is going on.
cybersphinx knows some graphics stuff, and I think Per might as well. You'd have to ask them, though.Crymson wrote:From the svn logs, it looks like only Gerard and iNod are the graphics devs and they both haven't been around for a very long time, and no forums posts from either of them in ages.
From the past few months, only Per, Cybersphinx and Zarel have been doing some work, but nothing graphics related.