Models - Page 3

Models

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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Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

The old format can handle at the very least 2000 polygons and 360+ unique objects on a single model without much of a problem (though that figure hasn't been stress tested at high numbers of the unit). I imagine the new format can at least match that.

Pieces are more costly than polygons in both formats.
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Hmm.. will the new model system eventualy feature "real" animation rather than the scripted anims whe have now?
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

What you say is maddness ;)

We must have scriptd animations. Its not possibel to do otherwise.

And besides, this is a new *model* system, the new scripting system will come later.
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

We already have the scripting system....


Reread my post, all i'm asking for is a way to animate models normaly.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

I've been experimenting with this, but I get aC++ runtime error from the new exe :(
Image

edit: happens on the unit texture loading
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I had the same problem, I extracted the textures and put them in the spring folder directly...
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Same prob here too..
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

it happens when u hav shadows enabled.
Yeha
Posts: 96
Joined: 13 Aug 2004, 19:12

Post by Yeha »

Threre are some new shaders required for it to work with shadows.
Download this file and extract it into your spring/shaders directory and it should work.
http://taspring.clan-sy.com/temp/shaders.zip
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

works okay with them, thanks :D
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Yay! Springs first UV mapped Rubiks Cube!

Image

Not sure why it's semi-buried though, always like that however I change it in 3dsm?
Yeha
Posts: 96
Joined: 13 Aug 2004, 19:12

Post by Yeha »

The XZ plane in 3ds should be the ground in spring.
Move the object in the Y direction in 3ds and it should be placed above ground.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Argh, fixed, I'm used to Rhino/LW and forgot the axes are different in 3dsm :lol: :cry:
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

who's the chap in your picture? he deserves a prize for solving the Rubik's Cube
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

British Commander from TACW.

What's evenmore impressive is that the damn thing must be about 10 foot square (cubed, even), must be eating his weetabix.

which leads me on to... Does the s3o have/will it ever have support for skeletal animation?
TARevenger
Posts: 111
Joined: 23 Jan 2005, 00:09

Post by TARevenger »

I'm just about to put those bridges i've got into the new format.
they should keep the original model's colour so they'll look better

any chance of anyone making a 3d viewer for the new format or an import plugin for 3d Studio Max
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

which leads me on to... Does the s3o have/will it ever have support for skeletal animation?
The S3O format probably won't, however a format with skeletal animation is somewhere on my own wishlist (not very high though)
any chance of anyone making a 3d viewer for the new format
I'm working on that right now... (as I said earlier in this thread, but I don't think anyone noticed that... :| )
TARevenger
Posts: 111
Joined: 23 Jan 2005, 00:09

Post by TARevenger »

oops I missed it anyway

is the new model format supported for features? cos I can get the map with the bridges in .s3o format to load

bridge.s3o=no file error message
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

HI, cant u just make exporter for lightwave or at least MAX 5.0 ?
or make s3o builder in tradition of 3dobuilder i;e able to read from 2 or 3 important format, maybe with its own uv builder...
I cant run MAX7 even if I have (MAX-7 is resource sucking bitch and I only use athlon 650 :( )

ALso what format did it support ?
1. UVW ??
2. How to attach between part ?
3. triangle or quad ? since it MAX i believe it is triangle though
4. To export it i must make standard mesh or MAX polygon (convert to poly ?)
any tutorial for that ?
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Image
The cube in s3o works good. (I didn't texure it). on the right side of the screen you see an ugly big LLT. I that's an 3do unit I made (And trew texures on).

Image
Same LLT in s3o, untexured. looks kinds buggy ^.^'
Trying to fix that.

[Edit]
Image
So I did, still light blue, but it works!

Image
Looks like triangles to me.
[/Edit]
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