Modell format
Moderator: Moderators
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.
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
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 :)
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 :)
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
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.

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.
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.
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.