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PostPosted: 31 Oct 2005, 02:10 
Imperial Winter Developer

Joined: 06 Feb 2005, 13:42
Location: Indianapolis
The old format can handle at the very least 2000 polygons and 360+ unique objects on a single model without much of a problem (though that figure hasn't been stress tested at high numbers of the unit). I imagine the new format can at least match that.

Pieces are more costly than polygons in both formats.


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PostPosted: 31 Oct 2005, 03:01 
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Joined: 19 Jul 2005, 08:33
Hmm.. will the new model system eventualy feature "real" animation rather than the scripted anims whe have now?


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PostPosted: 31 Oct 2005, 03:37 
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What you say is maddness ;)

We must have scriptd animations. Its not possibel to do otherwise.

And besides, this is a new *model* system, the new scripting system will come later.


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PostPosted: 31 Oct 2005, 04:08 
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We already have the scripting system....


Reread my post, all i'm asking for is a way to animate models normaly.


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PostPosted: 31 Oct 2005, 22:23 
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I've been experimenting with this, but I get aC++ runtime error from the new exe :(
Image

edit: happens on the unit texture loading


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PostPosted: 01 Nov 2005, 06:10 
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I had the same problem, I extracted the textures and put them in the spring folder directly...


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PostPosted: 01 Nov 2005, 06:13 
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Same prob here too..


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PostPosted: 01 Nov 2005, 09:28 
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Joined: 28 Apr 2005, 18:29
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it happens when u hav shadows enabled.


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PostPosted: 01 Nov 2005, 14:00 
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Joined: 13 Aug 2004, 18:12
Threre are some new shaders required for it to work with shadows.
Download this file and extract it into your spring/shaders directory and it should work.
http://taspring.clan-sy.com/temp/shaders.zip


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PostPosted: 01 Nov 2005, 16:21 
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works okay with them, thanks :D


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PostPosted: 01 Nov 2005, 18:44 
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Yay! Springs first UV mapped Rubiks Cube!

Image

Not sure why it's semi-buried though, always like that however I change it in 3dsm?


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PostPosted: 01 Nov 2005, 19:38 
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The XZ plane in 3ds should be the ground in spring.
Move the object in the Y direction in 3ds and it should be placed above ground.


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PostPosted: 01 Nov 2005, 20:40 
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Argh, fixed, I'm used to Rhino/LW and forgot the axes are different in 3dsm :lol: :cry:


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PostPosted: 02 Nov 2005, 00:04 
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who's the chap in your picture? he deserves a prize for solving the Rubik's Cube


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PostPosted: 02 Nov 2005, 00:48 
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British Commander from TACW.

What's evenmore impressive is that the damn thing must be about 10 foot square (cubed, even), must be eating his weetabix.

which leads me on to... Does the s3o have/will it ever have support for skeletal animation?


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PostPosted: 02 Nov 2005, 01:03 

Joined: 23 Jan 2005, 00:09
Location: New Zealand
I'm just about to put those bridges i've got into the new format.
they should keep the original model's colour so they'll look better

any chance of anyone making a 3d viewer for the new format or an import plugin for 3d Studio Max


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 Post subject:
PostPosted: 02 Nov 2005, 01:22 
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Joined: 05 Jun 2005, 18:13
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Quote:
which leads me on to... Does the s3o have/will it ever have support for skeletal animation?


The S3O format probably won't, however a format with skeletal animation is somewhere on my own wishlist (not very high though)

Quote:
any chance of anyone making a 3d viewer for the new format

I'm working on that right now... (as I said earlier in this thread, but I don't think anyone noticed that... :| )


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PostPosted: 02 Nov 2005, 03:49 

Joined: 23 Jan 2005, 00:09
Location: New Zealand
oops I missed it anyway

is the new model format supported for features? cos I can get the map with the bridges in .s3o format to load

bridge.s3o=no file error message


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PostPosted: 02 Nov 2005, 03:54 

Joined: 08 Jun 2005, 10:10
Location: Unified-State Republic Indonesia
HI, cant u just make exporter for lightwave or at least MAX 5.0 ?
or make s3o builder in tradition of 3dobuilder i;e able to read from 2 or 3 important format, maybe with its own uv builder...
I cant run MAX7 even if I have (MAX-7 is resource sucking bitch and I only use athlon 650 :( )

ALso what format did it support ?
1. UVW ??
2. How to attach between part ?
3. triangle or quad ? since it MAX i believe it is triangle though
4. To export it i must make standard mesh or MAX polygon (convert to poly ?)
any tutorial for that ?


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 Post subject:
PostPosted: 02 Nov 2005, 09:38 
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Joined: 05 Oct 2005, 14:29
Location: The Netherlands
Image
The cube in s3o works good. (I didn't texure it). on the right side of the screen you see an ugly big LLT. I that's an 3do unit I made (And trew texures on).

Image
Same LLT in s3o, untexured. looks kinds buggy ^.^'
Trying to fix that.

[Edit]
Image
So I did, still light blue, but it works!

Image
Looks like triangles to me.
[/Edit]


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