Lego Spring - Page 7

Lego Spring

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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[BSOD][KoBS]Demon
Posts: 23
Joined: 29 May 2006, 19:15

Post by [BSOD][KoBS]Demon »

i did my part for this mod, i created the team logos, post an email adress and ill send em rite to u
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

lego.spring@gmail.com



We need a sound guy.

We also need someone with a bit of photoshop talent to add alpha channels to my textures for reflections (there are only about 20).
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Some guys on TA universe showed me how to do the blocks:


hide block_set_0;
hide block_set_1;
hide block_set_2;
hide block_set_3;
hide block_set_4;

var Switch;

Switch = rand(0,4);

if(Switch == 0){show block_set_0;}
if(Switch == 1){show block_set_1;}
if(Switch == 2){show block_set_2;}
if(Switch == 3){show block_set_3;}
if(Switch == 4){show block_set_4;}


YAY! im gonna use it
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

Image

More of an EGAD look to this one?
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

since theres no tiny loveably minicannons and stuff strapped on, yup.
Could you use a riotious colour scheme for the MAGs? almost every building, unit, hell every BLOCK a different colour :D
in case yuo havent noticed im going to be playing mostly MAG ^_^
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

@Weaver: Those are awesome, email them to the thing. Actually, just email everything you make to the lego.spring@gmail.com address.

@Min3mat: It already looks like that (i run 640x480 resolution with all sliders down and everything disabled)



Image
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

So right now my basic idea is to make 4 different textures on each model, and only display the one which the script pics.

My question is that if i want to display the entire model, not just individual parts, how do i do that?

For example, would i have to say "hide blockset1" or "hide leftarm, hide right arm" etc

basically, are the hidden faces hierarched?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Hidden pieces are not hierarchied.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

AARRRGG.....this is going to take forever now.

But it is certain that having 3-4 textured models will not affect performance because all but 1 of them will be entirely hidden?

I wonder if it would be easier to do this in the FBI file, or does that not support such scripting-type stuff



So the wiki says very little about reflective textures...just that they need to be alpha channels. What color should they be?

(is there a step by step tutorial around?)
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Candleman
Posts: 433
Joined: 08 Sep 2005, 07:30

Post by Candleman »

You wouldn't happen to have a beta or alpha version, would you? I'd love to see my best childhood friends fighting. :lol:
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Soon...im almost done with lvl1 MAG...ground.

I'm still deciding on whether or not to do this random textures thing, because that means ill have to retexture all of them...but it will also be a lot cooler/better looking.

I want to be positive it wont affect performance though
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Lvl1 Turrets (minigun, laser, artillery) and infantry:

Image
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

IIRC, having many objects in a model (which is what you will have to do) has a HUGE impact on performance. Dont quote me on this, but im pretty sure that having 4 times the amount of objects in a model will have a massive impact on performance. However, you could get away with having the 4 different skins on just the base object with minimal drain, you wouldnt really notice the guns changing and stuff.
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OOmiz
Posts: 46
Joined: 06 Sep 2006, 12:47

Post by OOmiz »

Hi! This is my first post on the forum. I just had to register when I saw that the lego mod is going strong again.

I played around a bit in one of the legomaker programs. (Couldn├óÔé¼Ôäót find my bricks) Anyway I made this fighter plane. Could it be of any use for you? If yes, I'll make a proper model of it in 3dsmax.

Image

*edit* finally I've been registered long enough to be able to post pics *edit*
Last edited by OOmiz on 07 Sep 2006, 01:44, edited 2 times in total.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Hahaha, oh I should of checked this thread more often, this stomps serious ass. Keep it up.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

OOmiz wrote:Hi! This is my first post on the forum. I just had to register when I saw that the lego mod is going strong again.

I played around a bit in one of the legomaker programs. (Couldn├óÔé¼Ôäót find my bricks) Anyway I made this fighter plane. Could it be of any use for you? If yes, I'll make a proper model of it in 3dsmax.

http://oomiz.devshack.org/lego/flygare.jpg

*edit* Couldn't post the picture. So just remove the space in the hyperlink. *edit*

"Your post is denied. To prevent spam, new users are not allowed to post messages that includes hyperlinks or email addresses."
Deffinitely Mag-like...
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Maelstrom wrote:IIRC, having many objects in a model (which is what you will have to do) has a HUGE impact on performance. Dont quote me on this, but im pretty sure that having 4 times the amount of objects in a model will have a massive impact on performance. However, you could get away with having the 4 different skins on just the base object with minimal drain, you wouldnt really notice the guns changing and stuff.

I've been told that if hide all but one of the models in Create(); then it wont drop in performance because spring doesnt render stuff "hidden" by the script. I dont know if its true though.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

This is true. Those objects are culled from the renderer.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Thanks argh, and thanks FlOZi.

Now i just need to decide whether or not it is worth it to triple the number of objects in the heirarchy of each unit and retexture them/script it...its going to take a long time
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

It will be SO worth it!
remember to recruit some crazy scripter for you MAG side ;D
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