Upspring 1.54 - Page 6

Upspring 1.54

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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MadRat
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Joined: 24 Oct 2006, 13:45

Post by MadRat »

Argh, when you import the models back into UPSWING, what format are you using to maintain object pieces?

And I found this file converter to make DDS files. I still cannot get Upswing to show the correct textures no matter what I change the files. Could you explain alpha channel in regards to using gimp?

DDS converter--->http://eliteforce2.filefront.com/file/D ... 2#Download
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mehere101
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Post by mehere101 »

You do know that there is a fully featured gimp DDS plugin, right?
maestro
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Post by maestro »

Hi, got problem here...
My object is being darkened everytimes I tried to see all textures (including self ilumination & reflection)... :( The object I tried to see is sample object...
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Argh
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Post by Argh »

Turn off shading- the renderer isn't quite the same as Spring's and the treatment of shading is a little less nice.
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MadRat
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Post by MadRat »

mehere101 wrote:You do know that there is a fully featured gimp DDS plugin, right?
link?
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mehere101
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Post by mehere101 »

Google is your best friend...

http://registry.gimp.org/plugin?id=4816

Anyhow, it seems to work no problem for me on Windows XP.
maestro
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Post by maestro »

hi mehere...
is the complete installer of GIMP really only 7MB ?
maestro
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Post by maestro »

Hi jcnossen...
I almost finish my latest version of Upspring manual....
it is 30+ pages now, ETA is next week
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dinamik
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Post by dinamik »

maestro wrote:hi mehere...
is the complete installer of GIMP really only 7MB ?
Hi Maestro
Is free and small program for pictures and textures. Can make many things
http://www.photofiltre.com/
Last edited by dinamik on 03 Dec 2006, 12:31, edited 1 time in total.
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TA 3D
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Post by TA 3D »

maestro:

Yes it is. Here is a link to all the files you would need to install the windows version (someone else did the compling and uploaded the installers for the public):

http://gimp-win.sourceforge.net/stable.html

DDS plugin for gimp: Note: I asked on the Gimp forms for a DDS plugin and this is what they directed me to. The one mehere101 posted is not the same, and i'm not sure if works as well as the one I have. Anyways here is the plugin the fellow Gimp users recommened:

http://nifelheim.dyndns.org/~cocidius/dds/
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jcnossen
Former Engine Dev
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Post by jcnossen »

Hi jcnossen...
I almost finish my latest version of Upspring manual....
it is 30+ pages now, ETA is next week
Nice!
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Das Bruce
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Post by Das Bruce »

Have you fixed the animation exporter yet?
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hughperkins
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Post by hughperkins »

Jelmer,

S3o is nice to work with, easy to load.

Question: could it be possible to integrate support for level of detail into it? Much of the time we're viewing the models from high above the terrain.

It could be enough to have two levels: an fps-optimized level, where we're really close, and an overheadta-optimized level, where we're quite far away.

The advantage is that scenes with hundreds of S3O tanks would render smoothly, and everyone would switch to the new format ;-)
maestro
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Post by maestro »

hughperkins wrote:Jelmer,

S3o is nice to work with, easy to load.

Question: could it be possible to integrate support for level of detail into it? Much of the time we're viewing the models from high above the terrain.

It could be enough to have two levels: an fps-optimized level, where we're really close, and an overheadta-optimized level, where we're quite far away.

The advantage is that scenes with hundreds of S3O tanks would render smoothly, and everyone would switch to the new format ;-)
Unfortunately that is NOT the case...
the main cause of slowdown with hundreds tank is not 3D or graphic stuff, but pathfinding programs... LOD wont help....

Personally I would prefer to keep RTS as RTS (remove the First Person View) and limited magnification. THis game is not FPS shooter and such feature compel some designer to create unnecessarily complex object just so player can see the left ankle of their kbot fulfil the entire screen and still looks good
maestro
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Post by maestro »

TA 3D wrote:maestro:

Yes it is. Here is a link to all the files you would need to install the windows version (someone else did the compling and uploaded the installers for the public):

http://gimp-win.sourceforge.net/stable.html

DDS plugin for gimp: Note: I asked on the Gimp forms for a DDS plugin and this is what they directed me to. The one mehere101 posted is not the same, and i'm not sure if works as well as the one I have. Anyways here is the plugin the fellow Gimp users recommened:

http://nifelheim.dyndns.org/~cocidius/dds/
thx.... I tried latest version and dont work at all (freeze everytime it scanning font :( ), Maybe ill try older one
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hughperkins
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Post by hughperkins »

maestro wrote:Unfortunately that is NOT the case...
the main cause of slowdown with hundreds tank is not 3D or graphic stuff, but pathfinding programs... LOD wont help....
Yes, agreed. However that could change.

S3O is a relatively new standard, and it could be easier to tweak it now to accept level of detail, than to create a new standard in a year or two once the pathfinder is optimized.
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jcnossen
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Post by jcnossen »

S3o is nice to work with, easy to load.

Question: could it be possible to integrate support for level of detail into it? Much of the time we're viewing the models from high above the terrain.

It could be enough to have two levels: an fps-optimized level, where we're really close, and an overheadta-optimized level, where we're quite far away.

The advantage is that scenes with hundreds of S3O tanks would render smoothly, and everyone would switch to the new format
I'm definitely planning on having automatic model LOD (Maybe even VIPM but otherwise just some static lod levels) in osrts, but I don't work on spring anymore. Look at the s3o/3do code and you know why ;)
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hughperkins
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Post by hughperkins »

jcnossen wrote:I'm definitely planning on having automatic model LOD (Maybe even VIPM but otherwise just some static lod levels) in osrts,
Ok. Just so you know, my interest in this is that S3Os are also used for features.

Have you seen this map: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7760 ?

Awesome looking map; terrible frame-rate.

An S3O format with LoD could allow awesome-looking maps which run flawlessly.
but I don't work on spring anymore. Look at the s3o/3do code and you know why ;)
Does this mean osrts wont be using S3Os? What will osrts use?

Edit: edited to remove comment on s3o vs 3do.
Last edited by hughperkins on 03 Dec 2006, 19:32, edited 1 time in total.
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NOiZE
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Post by NOiZE »

hughperkins wrote:
Have you seen this map: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7760 ?

Awesome looking map; terrible frame-rate. That's a limitation of the current 3DO format.
those are all s3o features though...
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hughperkins
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Post by hughperkins »

NOiZE wrote:those are all s3o features though...
Good point. Corrected.
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