Hello Golden Gate Bridge
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
Hello Golden Gate Bridge
here we go!!
just goes to show what you can put in with the right 3d Model
29792 Polygons
these draw distances need to be fixed, model disappears at certain distances
thats the 3do format there
just goes to show what you can put in with the right 3d Model
29792 Polygons
these draw distances need to be fixed, model disappears at certain distances
thats the 3do format there
Looks gorgeous
Very pretty... but I doubt such things will be anything but intangible graphical candy any time soon. Consider the mountain of features needed for such an actual bridge.
(1) new collision model. It is neither spherical nor landscape. A polygonal collision model would be harder than those two put together.
(2) new unit navigation model. Units can't walk on other units, only terrain.
(3) new pathfinding. This would be really, really tough. Imagine a map with dozens of floating platforms, bridges, etc. Imagine a hover deciding whether to take a bridge or go over water.
(4) new UI. Say you have a hover. Say you tell it to move to the bridge. What is the waypoint? On, or under the bridge? You'd practically need a 3D pointer a-la homeworld - although that would also be super handy for 3D aircraft waypoints, it would also be really painfully complex for users.
(1) new collision model. It is neither spherical nor landscape. A polygonal collision model would be harder than those two put together.
(2) new unit navigation model. Units can't walk on other units, only terrain.
(3) new pathfinding. This would be really, really tough. Imagine a map with dozens of floating platforms, bridges, etc. Imagine a hover deciding whether to take a bridge or go over water.
(4) new UI. Say you have a hover. Say you tell it to move to the bridge. What is the waypoint? On, or under the bridge? You'd practically need a 3D pointer a-la homeworld - although that would also be super handy for 3D aircraft waypoints, it would also be really painfully complex for users.
Re: Looks gorgeous
What if the game automatically snaps your pointer to the ground until you press the vertical adjustment key. Homeworld used the shift key if I recall correctly, which would work okay with spring, but then you could use shift to drag and select multiple groups of units...Pxtl wrote:...
(4) new UI. Say you have a hover. Say you tell it to move to the bridge. What is the waypoint? On, or under the bridge? You'd practically need a 3D pointer a-la homeworld - although that would also be super handy for 3D aircraft waypoints, it would also be really painfully complex for users.
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
I didn't texture every single polygon just applied colour to all faces or a range but loading the model into the 3do builder took quite a but of time, had to scale it down too.
as with collision only the centre of the model has collision atm.
was thinking of moving the model over abit to one of the foundations and create a second model to represent the second foundation
I have the the 3do model and other ones on this temporary ftp site ftp://219.89.220.77 username and password is TASpring
you can also get the model and others from this site http://www.3dcafe.com
they'll need additional editing and converted to .DXF format
also uploaded the 3do Model to fileuniverse http://www.fileuniverse.com/?p=showitem&ID=1721
as with collision only the centre of the model has collision atm.
was thinking of moving the model over abit to one of the foundations and create a second model to represent the second foundation
I have the the 3do model and other ones on this temporary ftp site ftp://219.89.220.77 username and password is TASpring
you can also get the model and others from this site http://www.3dcafe.com
they'll need additional editing and converted to .DXF format
also uploaded the 3do Model to fileuniverse http://www.fileuniverse.com/?p=showitem&ID=1721
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- Imperial Winter Developer
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- [K.B.] Napalm Cobra
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
using delete and end doesn't help at stopping the model from dissappearing
could we have bridges as neutral units which act like the deployable bridge?
and I threw another bridge in a quick map trying to connect both ends to land
"dam!, Has anyone got change for the Toll Bridge?"
this could be a good map if the bridges worked
could we have bridges as neutral units which act like the deployable bridge?
and I threw another bridge in a quick map trying to connect both ends to land
"dam!, Has anyone got change for the Toll Bridge?"
this could be a good map if the bridges worked
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- Posts: 111
- Joined: 23 Jan 2005, 00:09
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15