New Upspring version (1.2) - Page 2

New Upspring version (1.2)

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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maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

Hi Zaphod, I read something strange here

http://www.okino.com/conv/exp_wave.htm
'No hierarchy information is output since the .OBJ file format has no methods to describing hierarchy; each sub-object of a hierarchy will nonetheless be exported as a unique group whose name's match the original object names in the internal database hierarchy. '



is this true ? if so how do i can uvmap a .obj kbot unit (which consists of alota hierarchy?) and upspring only support one texture per one unit ?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Just UV map the entire unit in your editor of choice so no pieces overlap (unless you want them to, of course), then export each piece. The pieces don't all need to exist in the same file for the UV space data to be preserved...
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jcnossen
Former Engine Dev
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Post by jcnossen »

New version: 0.9

- fixes texture name writing for S3O format.
- fixes the OBJ problem maestro was having
- uses standard windows file open/save dialogs
- polygon flip tool
- texture groups can now be saved seperately

Thanks to weaver and maestro for buttons and an icon, and for all your patience with betatesting this app.
Last edited by jcnossen on 17 Nov 2005, 02:09, edited 1 time in total.
Gnomre
Imperial Winter Developer
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Post by Gnomre »

I can't get it to save the list of texture archives. I add them all then hit OK, then it brings the Upspring folder to focus for an instant, then goes back to upspring. Pasting the cfg file from the previous version fixed it, but.. yeah.
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jcnossen
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Post by jcnossen »

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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

yay, s3o saving now works! :-)
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Weaver
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Joined: 07 Jul 2005, 21:15

Post by Weaver »

Yeah !

Image

My tips, save textures in png set transparency to 1 NOT 0 or your model will be black. Don't forget to cull faces.
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SwiftSpear
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Post by SwiftSpear »

That's the sexiest rotten orange I have ever seen.
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Weaver
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Post by Weaver »

SwiftSpear wrote:That's the sexiest rotten orange I have ever seen.
It was supposed to be a martian rock! Serves me right for talking about oranges. All I need now is to figure out how to make it work as a feature rather than replacing the metal storage model.
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

WAYAYAYAYYA!!! OK, look out soon for some realy sexy screens of my new map...

Zaphod, you rule!!

Any heads up on when you think teh fixed release will be for spring?

aGorm
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jcnossen
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Post by jcnossen »

It was supposed to be a martian rock! Serves me right for talking about oranges. All I need now is to figure out how to make it work as a feature rather than replacing the metal storage model.
A problem with putting object=model.s3o in the feature tdf, is that it doesn't read the file from objects3d\ when you have specified an extension. I think you can simply put: object=objects3d\model.s3o to fix this. This will be fixed in the next spring release (And I'm not sure when this is)
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SwiftSpear
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Post by SwiftSpear »

Weaver wrote:
SwiftSpear wrote:That's the sexiest rotten orange I have ever seen.
It was supposed to be a martian rock! Serves me right for talking about oranges. All I need now is to figure out how to make it work as a feature rather than replacing the metal storage model.
A martian rock would be more rough and less polished looking... It doesn't look like a bad rock, but it would fit more into a map like flooded desert then it would a martian map. It looks really water rounded.
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Weaver
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Post by Weaver »

SwiftSpear wrote:
Weaver wrote:
SwiftSpear wrote:That's the sexiest rotten orange I have ever seen.
It was supposed to be a martian rock! Serves me right for talking about oranges. All I need now is to figure out how to make it work as a feature rather than replacing the metal storage model.
A martian rock would be more rough and less polished looking... It doesn't look like a bad rock, but it would fit more into a map like flooded desert then it would a martian map. It looks really water rounded.
Yes, I'll make the final ones rougher.

Image
What to do with these?
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

SwiftSpear wrote:
Weaver wrote:
SwiftSpear wrote:That's the sexiest rotten orange I have ever seen.
It was supposed to be a martian rock! Serves me right for talking about oranges. All I need now is to figure out how to make it work as a feature rather than replacing the metal storage model.
A martian rock would be more rough and less polished looking... It doesn't look like a bad rock, but it would fit more into a map like flooded desert then it would a martian map. It looks really water rounded.
I do still need rocks for my GoW port ;)
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Zoombie
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Post by Zoombie »

Kenex rule!
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

Its spelt k'nex you fool, but yes, they do.
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

Hi, any succeed with non 3D MAX software ?
I got problem with Lightwave internal UV system, and i need reliable UV mapping software
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Hi, anyone had any luck with texturing features? All mine come out black, although, I have found that it applies teh second texture perfectyly fine as when i swaped the texturs (incase the black reflekance one was the black one...) I ended up with a rather neat reflection from a mirror of bark...

I've tryed the Png thing, i've used bmp's, dss files (dxt5 and 3 on teh respective ones, i looked in teh source to find which one needed what) and frankly im stumped. or is this an engin problem??

aGorm
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SwiftSpear
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Post by SwiftSpear »

aGorm wrote:Hi, anyone had any luck with texturing features? All mine come out black, although, I have found that it applies teh second texture perfectyly fine as when i swaped the texturs (incase the black reflekance one was the black one...) I ended up with a rather neat reflection from a mirror of bark...

I've tryed the Png thing, i've used bmp's, dss files (dxt5 and 3 on teh respective ones, i looked in teh source to find which one needed what) and frankly im stumped. or is this an engin problem??

aGorm
This problem was in another thread. Both your textures must be PNGs I belive, and you need to set transparentcy to 1 rather then 0.
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Weaver
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Post by Weaver »

SwiftSpear wrote:
aGorm wrote:Hi, anyone had any luck with texturing features? All mine come out black, although, I have found that it applies teh second texture perfectyly fine as when i swaped the texturs (incase the black reflekance one was the black one...) I ended up with a rather neat reflection from a mirror of bark...

I've tryed the Png thing, i've used bmp's, dss files (dxt5 and 3 on teh respective ones, i looked in teh source to find which one needed what) and frankly im stumped. or is this an engin problem??

aGorm
This problem was in another thread. Both your textures must be PNGs I belive, and you need to set transparentcy to 1 rather then 0.
I don't know if they HAVE to be png, but you do need a format/converter that supports that level of transparency properly. As somethting with the correct level of transparency with be almost invisible in PSP and maybe the same in other paint programs.

It might make more sense to invert the transparency as this method is counter intuitive OR fix the engine so 0 transparency or no alpha channel will work. We have all spent days tearing our hair to find this out.
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