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 Post subject: REQUEST: --> Gasbag
PostPosted: 22 Jul 2008, 19:59 
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Joined: 28 Apr 2005, 18:29
Location: Netherlands
As Gaia is here now, OTA gasbags should be feasible. So who stands up todo this noble task?

Image

So we can finaly make proper Acid world remakes!


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 22 Jul 2008, 20:11 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
how many do you need?


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 22 Jul 2008, 20:20 
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Joined: 28 Apr 2005, 18:29
Location: Netherlands
like 4 different ones?


and thus they have to be animating


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 22 Jul 2008, 20:22 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
well, they will not be able to pulse like that, we have no ability to do mesh deformation. the sway is easy.

ANYONE ELSE DOING THESE!?! before I do them and waste time, I want to be certain that I will not be modeling something that will be vetoed mid process.


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 22 Jul 2008, 20:29 

Joined: 17 Nov 2005, 00:52
Location: Canada
You can use lua to draw the units or features (whichever way
you decide to do it). If vertex shaders are available, they're
extremely fast for doing mesh deformations. If the client does
not support vertex shaders, you could fallback to "low grade"
matrix skewing, scaling, etc...


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 22 Jul 2008, 21:02 
P.U.R.E. Developer
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
Quote:
You can use lua to draw the units or features (whichever way
you decide to do it). If vertex shaders are available, they're
extremely fast for doing mesh deformations. If the client does
not support vertex shaders, you could fallback to "low grade"
matrix skewing, scaling, etc...


Scaling's easy to do, the only thing stopping me from using that has been the timing-loop factor. I haven't been able to come up with a good way to regulate that- I assume with a WHILE to interpolate between frames? And how can I write a timing loop when the periodicity between frames can vary in terms of clock time? Or should I just write it with the assumption that it takes X number of cycles and if it's too fast or too slow, nobody will see it?

And if you have a fast method of doing cyclic mesh interpolation between static meshes, I'm all ears, now that I have somewhat of a clue as to how that stuff's sitting in display lists. Animations could just be vertex interpolations between "pieces". No IK required, and the number of frames could be adjusted for memory savings easily. We'd all just use animation software, like normal people, for things that aren't turrets.

That said, the main problem I'm having with this is understanding how to build the timing loop and storing the current position and next positions in that loop, to interpolate with, in a way that's fast- I figure that the fast way is to precalculate all of the display lists during startup, so that it's merely a matter of retrieval and display, if we're not going to have a new model / animation format that stores that information for us. Can anybody shed some light on that?


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 23 Jul 2008, 00:17 
Imperial Winter Developer

Joined: 24 Aug 2004, 07:59
Hang on, hang on, secure made these already and they look great. They even bob around randomly. He's on holidays at the moment, but I'm sure he either sent them to someone, or we can reach him.


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 23 Jul 2008, 15:19 
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Joined: 06 Aug 2005, 12:15
Can props be Scripted?

If so, then just do a scripted model swap, and do it just like all the animated tracks that work on my Vehicle remodels.

It doesn't have to mesh deform or anything fancy if we can do it that way.

Just create 1 gasbag model, and set it to an idle position, export it with a name like gasbag_1, then deform it, export the next as gasbag_2, and so on for however frames of animation you need.

Then have the script cycle through them from 1-5 or however many you made.

Just remember that all of those animation stages need to be in 1 model file, only seperated by object name within the single model file.


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 23 Jul 2008, 15:29 
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Joined: 25 Dec 2005, 22:56
Location: Risking his neck for his brother man
would it explode as a prop?


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 23 Jul 2008, 15:30 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
true, I forgot about that technique. If warlord doesn't find the models I can do this.

yes if placed as a lua gaia unit.


Do we have a way to do neutral gaia units now?


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 23 Jul 2008, 16:06 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Next version I believe.


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 23 Jul 2008, 22:09 
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Joined: 06 Aug 2005, 12:15
Well there we go 8)
ETA on the next official release?


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 23 Jul 2008, 22:15 

Joined: 17 Nov 2005, 00:52
Location: Canada
Why can't you do it with 0.76b1?


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 23 Jul 2008, 22:30 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
unless my understanding is incorrect we have no way past notarget categories to tell the game that a unit is not to be targeted. I am unaware of a way to make a unit !enemy to all players.


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 23 Jul 2008, 22:36 
Spring Developer

Joined: 08 Oct 2006, 15:58
Spring.SetUnitNeutral() is available in 76b1.


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 26 Jul 2008, 10:13 
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Joined: 05 Oct 2004, 00:05
Kloot wrote:
Spring.SetUnitNeutral() is available in 76b1.


Yeah but that doesn't make it an enemy hence "Neutral" that would be like an NPC helper to an RPG game.


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 26 Jul 2008, 11:02 
Imperial Winter Developer

Joined: 24 Aug 2004, 07:59
I've found the files, but I guess I'll wait for a go ahead from secure (I've sent him an email)

You can see them in this vid:

Vid!


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 26 Jul 2008, 11:36 
Damned Developer
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Joined: 01 Jun 2006, 12:15
Location: Banned user for reason “Do not post pictures of people fucking cars”
Is that actual mesh deformation or are these neutral units controlled by Lua?


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 26 Jul 2008, 14:13 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
Pure cob/bos scripting based solution?


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 Post subject: Re: REQUEST: --> Gasbag
PostPosted: 26 Jul 2008, 16:37 
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Joined: 28 Apr 2005, 18:29
Location: Netherlands
made of win


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