Attaching models onto units?
Moderator: Moderators
Attaching models onto units?
I remember someone had some WIP code for this, I figure with JK's normal shader and a bit of bashing code together I might be able to do some customization stuffs but I need to know how to attach a model to a unit piece, receive base direction and rotate with that piece.
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: Attaching models onto units?
nah, I don't want to do transport hacks where I attach a whole unit onto it. I am looking at something like metal fatigue here. I want to attach gun models onto mechs.
Re: Attaching models onto units?
Make a shared atlas with with help of the UV transform functions in OBJ to S3O converter and then add geometry+hide unused pieces?
Re: Attaching models onto units?
No.
Person a: I would like to eat this apple. Alas, it is covered in filth. How may I cleanse this apple of the filth thus rendering it edible?
Person b: The easiest way to cleanse that apple is to eat this banana instead.
Re: Attaching models onto units?
Sadly this feature has been requested over and over again for years, I don't think it's going to happen.
Piece hide/show would probably work but I imagine there are some vicious performance considerations if you get a dozen or so parts for each slot. Codegenning some kind of precompiled list of every possible combination would probably exceed some kind of unit-type limit.
Piece hide/show would probably work but I imagine there are some vicious performance considerations if you get a dozen or so parts for each slot. Codegenning some kind of precompiled list of every possible combination would probably exceed some kind of unit-type limit.
Re: Attaching models onto units?
Ok ffs
No
unit attachment:
- hacky as fuck, seriously no, so many issues.
Massive set of hidden parts:
- requires all the parts to use 1 atlas
- - Atlas texturing is ok but not for me, I prefer proper texturing.
- maintenance night mare
There WAS code to attach peices to a model, I remember and it worked but it didn't shade the piece properly because the person who wrote it didn't know how to shader. JK wrote a shader.
PXTL: unlike many of the idea guy assholes who ask for it, I actually have the motivation and drive to see it through. I am asking for the name of the person who wrote the peice attachment code so I can get in touch with him and finish his work.
No
unit attachment:
- hacky as fuck, seriously no, so many issues.
Massive set of hidden parts:
- requires all the parts to use 1 atlas
- - Atlas texturing is ok but not for me, I prefer proper texturing.
- maintenance night mare
There WAS code to attach peices to a model, I remember and it worked but it didn't shade the piece properly because the person who wrote it didn't know how to shader. JK wrote a shader.
PXTL: unlike many of the idea guy assholes who ask for it, I actually have the motivation and drive to see it through. I am asking for the name of the person who wrote the peice attachment code so I can get in touch with him and finish his work.
Re: Attaching models onto units?
Isn't PicassoCT trying to do something like this with head-crabs in Journeywar? (IDK, maybe they are separate units)
Re: Attaching models onto units?
There was code that laoded obj and had non-spring textures, you'd be better off writing from scratch, smoth.
I had an idea of using features/unitdefs and http://springrts.com/wiki/Lua_OpenGL_Ap ... _Functions but I never really got to it. (i.e. 'false' units which were never created in game but simply used as a shortcut for model loading)
edit: The old code was trepan and PressureLine.
I had an idea of using features/unitdefs and http://springrts.com/wiki/Lua_OpenGL_Ap ... _Functions but I never really got to it. (i.e. 'false' units which were never created in game but simply used as a shortcut for model loading)
edit: The old code was trepan and PressureLine.
Re: Attaching models onto units?
notes from a conversation
[1:39:03 PM] <smoth2> jk
[1:39:24 PM] <smoth2> what is your opinion on me trying to attach models to units
[1:39:36 PM] <smoth2> I was thinking that you do polies for stuff like lups
[1:39:46 PM] <smoth2> so maybe it won't be too expensive?
[1:46:37 PM] <[LCC]jK> attach models to units?
[1:50:47 PM] <smoth2> yeah
[1:51:01 PM] <smoth2> like say I want to use a different model for the barrel on a tank
[1:51:31 PM] <smoth2> and attach said model to the tank barrel object of the tank(which would be an empty object)
[1:53:44 PM] <smoth2> say like the guns on the top left
[1:53:44 PM] <smoth2> http://img820.imageshack.us/img820/7091/armor1.gif
[1:54:10 PM] <smoth2> I have an empty object on the arm where the gun will go
[1:54:19 PM] <smoth2> and want to attach the weapon model
[1:54:53 PM] <smoth2> I would only move the gun by moving the point it is attached to
[1:55:00 PM] <smoth2> thoughts?
[1:57:17 PM] <smoth2> fucking weblobby
[1:58:10 PM] <[LCC]jK> you could just replace the dlist
[1:58:46 PM] <smoth2> even if it is a model using a different texture?
[1:58:54 PM] <[LCC]jK> the other barrels still need to be features or units to access their dlist, but you don't need to really create an unit
[1:59:17 PM] <[LCC]jK> even then you could swap the texture with dlists
[1:59:38 PM] <smoth2> what if it is a different texture than the modeling I am attaching?
[1:59:52 PM] <[LCC]jK> http://springrts.com/wiki/Lua_UnitRendering
[2:00:04 PM] The time is now 2:00:04 PM
[2:00:31 PM] <[LCC]jK> Spring.UnitRendering.SetMaterialDisplayLists -> swap the texture in those 2 dlists (they get called before and after the piece)
[2:00:49 PM] <smoth2> oh so the attched piece can use a different source than the parent?
[2:00:56 PM] <[LCC]jK> and replace the dlist of the piece with Spring.UnitRendering.SetPieceList
[2:01:03 PM] <[LCC]jK> yup
[2:01:09 PM] <smoth2> how do I attach the model piece to another model?
[2:01:21 PM] <smoth2> oh
[2:01:26 PM] <smoth2> I grab the piece from one unit
[2:01:31 PM] <smoth2> and attach to another?
[2:03:51 PM] <[LCC]jK> yup
[2:04:10 PM] <[LCC]jK> but it seems you need to create an unit with the new model once ...
[2:04:32 PM] <smoth2> so I need to have a rack of guns somewhere on the map lol?
[2:06:36 PM] <smoth2> so if my gunrack dies?
[2:06:43 PM] <[LCC]jK> nah you just need it for an infinitesimal period
[2:06:52 PM] <[LCC]jK> to create the dlist
[2:06:56 PM] <smoth2> ah
[2:07:01 PM] <[LCC]jK> after that you can destroy the unit again
Re: Attaching models onto units?
Yeah I was trying to do something similar way back when (had discussed it with jk too), but my GL-fu is weak.
Re: Attaching models onto units?
I am interested in trying it. Currently doing some feasibility research into some ideas I have for a side project. So like feature placer... we get a few weeks of me banging away on this.
Re: Attaching models onto units?
With the GL approach, will secondary things be aware of the model? Like selection halo widgets? Shadows?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Attaching models onto units?
This is something I would very much like to have.
Re: Attaching models onto units?
smoth, could you elaborate on what is buggy about transport/fire platforms?
This capability is essential to my own project and I spent quite a lot of time on this back on 0.77 and did not encounter any serious issues. For example:
* The "turret" unit was able to track and fire at enemies accurately, even when the "chassis" unit was moving
* If the combined unit was out of range it would still close the distance and fire
* I was able to set the turret to "unselectable" so for UI purposes the combined units appeared to be a single unit.
* I was able to perform the attachment via script
* The turret would die when the fireplatform died
I'm just trying to establish if your problems are related to regressions since I last tested or you're trying to do something I didn't test.
If you can elaborate on the bugs I'd be happy to look at fixing them.
Having said that we do need to look into the ability to load, access and manipulate models for UI and world object purposes. The issue currently is that some model rendering code is still tied heavily into the unit rendering code and some refactoring/cleanup is required. Since I'm overdue for some ASSIMP patching I'll look into exposing models, pieces and textures to Lua GL.
Note to self: Look at the "Ghost buildings" widget again. Seem to recall it accesses model verts via Lua to create display lists. So does the widget that makes selected units shiny.
This capability is essential to my own project and I spent quite a lot of time on this back on 0.77 and did not encounter any serious issues. For example:
* The "turret" unit was able to track and fire at enemies accurately, even when the "chassis" unit was moving
* If the combined unit was out of range it would still close the distance and fire
* I was able to set the turret to "unselectable" so for UI purposes the combined units appeared to be a single unit.
* I was able to perform the attachment via script
* The turret would die when the fireplatform died
I'm just trying to establish if your problems are related to regressions since I last tested or you're trying to do something I didn't test.
If you can elaborate on the bugs I'd be happy to look at fixing them.
Having said that we do need to look into the ability to load, access and manipulate models for UI and world object purposes. The issue currently is that some model rendering code is still tied heavily into the unit rendering code and some refactoring/cleanup is required. Since I'm overdue for some ASSIMP patching I'll look into exposing models, pieces and textures to Lua GL.
Note to self: Look at the "Ghost buildings" widget again. Seem to recall it accesses model verts via Lua to create display lists. So does the widget that makes selected units shiny.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Attaching models onto units?
the whole transport fire platform was a bad idea... but then again last i tried was about a year ago, so maybe things are smoother?
edit: Not part of main topic! spliff i am interested in playing with your idea, do you mind sharing some code? I could use it for a few tests that I wanted to check on feasibility of attachment weapon systems. check your PM
edit: Not part of main topic! spliff i am interested in playing with your idea, do you mind sharing some code? I could use it for a few tests that I wanted to check on feasibility of attachment weapon systems. check your PM
Last edited by bobthedinosaur on 24 May 2012, 15:26, edited 1 time in total.
Re: Attaching models onto units?
This thread was about adding model to a unit with lua not about attaching units via the transport mechanism. Please stop pushing/ discussing this approach in my thread. I have been very clear about what I am trying to do. I ask that you have a little respect and stop proposing other possibilities, I am exploring a specific possibility, I should not have to make this post.
If you wish to explore the transport mode stuff. Do it in another thread!
If you wish to explore the transport mode stuff. Do it in another thread!
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Attaching models onto units?
Well be sure to share with us any updates on your GL methods. They sound promising.
-
- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: Attaching models onto units?
I am interested in this too. With jK's method how does the LUS deal with the possibility of transferring pieces between units?