Modell format - Page 3

Modell format

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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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I insist that you look at gnomes work. He succesfulyl built a correlian battlecruiser in SWTA that filled 3/4 of the map. And no the map wasnt 1x1 either, it was Hoth.
jokerr
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Joined: 27 Jul 2005, 00:24

Post by jokerr »

has the SY team showed any recent interest in introducing a new model format that has these features? because i think this is one of those high priority things that people would like to see,theyve got a pretty good core game going on here and although we dont need the SY team to create new units and models we could definitely use the support to allow us to create the new models,textures,animations etc with a format that can be directly supported from 3DSMAX,Blender or etc.If you guys have played around with the Glest models you know what I mean,something exactly like that where its straightforward and gives us the ability to manipulate and manage each model alot easier.
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AF
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Post by AF »

Image
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Tim Blokdijk
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Post by Tim Blokdijk »

Yes, Alantai Firestar that's about it.

Now you only need some imagination about what could be posible if... :shock:
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AF
AI Developer
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Post by AF »

If that is so then I suggest you start creating gigalithic models of your own, texturing them, scripting them, and then send us some screenshots. Unless you wanna wait for the new model format
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jcnossen
Former Engine Dev
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Post by jcnossen »

SJ said pathfinding didn't work well with big units (i guess only ground units give problems), so extremely large units would be limited to aircraft and............... spiders!!!!:

After seeing the supcom giant spider i was thinking of ways to overcome the pathfinding problems. If we create a special spider type unit that has a set of legs, then the pathfinding problem is replaced by the much simpler find-a-spot-to-put-the-legs-on problem.
This means that it's practically an aircraft except it has legs that need to be put somewhere. In a rare event the spider can't find any space to put down a leg, so he crushes a unit below him :)
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

That's an Imperial Star Destroyer, Alantai :P

And the engine still has a long way to go before units that big can freely roam. The main thing is better collision detection, though pathfinding at that size is also a fairly large issue.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Sphere collision detection just wont do. Spiders and gigantic units would do better with perpixel, or box based (not 1 box per unit but 1 box per model piece).

Oh and yah it is an imperial star destroyer. I get starwars names mixed up with spacecraft, droids are more my thing...
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

And it was made by me, not Gnome :P
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

But I imported it to 3DO builder, then scaled it up and watched as 3dob puked, and then saved it, and then wrote a quick script, and then made an FBI, and then did everything else required to test it!! :P
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

It could be cool to have some feedback on the decisisons that are being made.

I'm just curious^^
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AF
AI Developer
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Post by AF »

Torrasque, watch the CVS. The SY's dont tell us of there decisions they just implement them.
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Alantai Firestar wrote:Torrasque, watch the CVS. The SY's dont tell us of there decisions they just implement them.
I watch it every day^^ (Yeah, I'm a very bored man)
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

Remind me again who the people were who brought the paint to michelangelo while he was painting the sistine chapel? ;)
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Maelstrom
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Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

well in that case we should be thanking the people who built the 3do builder, the people who built your 3d modeler of preference, and others like that. You would be closer to the dead bodies that micallangello modeled his paintings off. their the ones that gave him the images to work with.
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Tim Blokdijk
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Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

Alright as this is a wishlist topic... :-)

Other things that I would like to see:
Support for lights
Camera's
HUD
Destroyable parts on a unit

So you can take that stardestroyer thing from above and add three search lights that scan the ground.
And camera support for the 1st person view, things like a camera display in the HUD that gives a view of things behind and below your ship.
And if the camera can be independently targeted and destroyed by enemy fire it's function is lost until repaired.
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

I say use GMAX. It's free, and the you can have a game pack made for it that allows import/export of the model format. Gas Powered Games will most likely use it for 3rd party mod making for Supreme Commander(they use it already for Dungen seige). ID soft uses it with the Tempest pack for Q2 and Q3. Trainz uses it for content creation. Unreal turnament has a game pack for it.

Heres the features supported:

>extreamly easy to use, and wonderful helpfiles and tutorial
>Bones
>UWV mapping and unrapping
>max script(though some things such as rendering, import/export, nurbs, >are disabled)
>polygone reduction.
>Imports 3ds, dxf
>mesh smothing
>object hiarchy
>key fram animation
>bump, jpeg, tga, png texturing
>single and mutipart textures with lots of tools
>skin controlers(apply mesh to a bone)
>tons of object editing tools, loft, bolean, volume, mesh editing, caping, revolving, skewing, extruding, spline edit, ect...
>patch, tri, and quad meshes, plus cube, shpere, cone, cycylinder, tube, torus, and polygone tools for polycount of object
>And the list goes on......
>And its free....


Though the gamepack part is the the only fickely part as seeing you have to have certin rights and code to be able to make a game pack.
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