Trees - Page 3

Trees

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Ruh roh. Remember that some of us do use the "simple trees" billboard mode. If frequently-used features like trees are going to become user-developable, then they _need_ to have an "billboard" image so that we can select "low-detail features" in the settings file. I don't want my computer to scream like a little girl on Sherwood Forest.
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Vassago
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Post by Vassago »

That makes about zero sense, then. What format are the default trees? If they support alpha, they obviously can't be S3O or 3DO. Why could we not simply create more trees in that format?

I understand that Spring was a game of love sort of thing, but now that it's becoming so much larger than a TA conversion, why not redo the engine. Because we have to face the facts here:

- Renderer = great for a freebie (though OpenGL is lacking)
- Material support = mediorce at best
- Animation system = utter crap
- Sound system = medicore at best
- UI = crap
- File format = ancient (crap)
- Tools = crap

Not being mean/cruel, just calling it as I see it. If you guys really want to expand this into a fully featured RTS engine, I'd suggest revamping the above elements. Any good middleware needs a shining example, with THOUROUGH documentation, great tools and great features. Spring sort of falls in the hard core hobby genre. It's a pain in the arse to work with, and there's very little documentation.
If these things are corrected, there could be an explosion of people who are interested in making great little RTS games. :)

/takes 2 cents, places on table.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

...
speechless, i doubt you have played this game. or read the readme. or the wiki. or each mods readme. or the mapping readme. or the moddelling readme. or both of those wikis.
undocumented...
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Vassago
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Post by Vassago »

I have read them.

They aren't always very specific on their topic, and on top of it, they're scattered all over the place. The wiki for example - I have to dig through 4 pages before getting to read about the texturing process. They should all be bulleted lists, right smack on the main page. Or at the very least, second page. I shouldn't have to dig through endless forum posts and ADDITIONAL websites and readmes for info on how to mod the game.
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Zenka
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Post by Zenka »

I'm very happy you pointed out this Vassago.
Almost all pages who contains information about anything regarding unit making is gathered on the wiki (http://taspring.clan-sy.com/wiki/Mod_an ... evlopement). Though that is only a list of places you can search for what you need.

Maybe I can find the time to make a simple site that gathers all information and presents it on a decent way.
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

Vassago wrote:That makes about zero sense, then. What format are the default trees? If they support alpha, they obviously can't be S3O or 3DO. Why could we not simply create more trees in that format?
Ever heard of hard coded features?
I understand that Spring was a game of love sort of thing, but now that it's becoming so much larger than a TA conversion, why not redo the engine.
Because we don't have infinite time.
- Renderer = great for a freebie (though OpenGL is lacking)
What is OpenGL lacking? Do you know a better cross platform hardware rendering library? Or do you mean our usage of OpenGL is lacking?
- UI = crap
Being worked on, sometimes.
Not being mean/cruel, just calling it as I see it. If you guys really want to expand this into a fully featured RTS engine, I'd suggest revamping the above elements. Any good middleware needs a shining example, with THOUROUGH documentation, great tools and great features. Spring sort of falls in the hard core hobby genre. It's a pain in the arse to work with, and there's very little documentation.
If these things are corrected, there could be an explosion of people who are interested in making great little RTS games. :)
No, we don't want to expand this into a fully featured RTS engine :roll:

Sorry for being sarcastic but each and every problem you mention either doesn't exist or is known already.

E: about the engine, that is
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Vassago
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Post by Vassago »

Tobi wrote:Ever heard of hard coded features?
- Of course. Hard coded features can also be changed by the coders.

Tobi wrote:Because we don't have infinite time.
I wasn't suggesting redoing the engine from SCRATCH. I mean building upon it, little by little. Add alpha texture support (it should NOT be hard, consindering the engine renders alpha already), adding normal mapping support, etc. Little by little.

What is OpenGL lacking? Do you know a better cross platform hardware rendering library?
Cross-platform? No. But Ogl is lacking in what it can do. DirectX is a far better rendering system. You Mac freaks can whine if you want, but it's the truth. OpenGL doesn't support nearly as many advanced features as DirectX.

Tobi wrote:Being worked on, sometimes.
Again, not asking for results overnight. Just so long as it's being worked on! :) Also, if any help is needed in any area, I'm more than willing to help.

Tobi wrote:No, we don't want to expand this into a fully featured RTS engine :roll:
s
Sorry then, but that was the impression I got by reading over soo many threads. If not, I guess there's no problem. Still a convaluted system, though :)



I'm also willing to help with any Wiki organizational stuff if need be. I just want to see the product/engine progress - it's too damn fun to play, and too frustrating to work with :)
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Zenka
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Post by Zenka »

Vassago wrote:I'm also willing to help with any Wiki organizational stuff if need be. I just want to see the product/engine progress - it's too damn fun to play, and too frustrating to work with :)
Now this is what I root you for. (next to other brilliant things you can do)
The biggest problem reguarding development is that people often suggest items that are placed on a mile long list, but hardly ever look how they can solve it them selves. Like Noize would say: Make us a patch!
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smoth
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Post by smoth »

Vassago, I have already spoken about this with SJ, we have a blue channel free. If we could get someone to code that to read as an alpha layer(I.e. on the blue channel 255=transparent and 0=Opaque with variation in between) we would get alpha support.

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

Vassago wrote:
Tobi wrote:Ever heard of hard coded features?
- Of course. Hard coded features can also be changed by the coders.

Tobi wrote:Because we don't have infinite time.
I wasn't suggesting redoing the engine from SCRATCH. I mean building upon it, little by little. Add alpha texture support (it should NOT be hard, consindering the engine renders alpha already), adding normal mapping support, etc. Little by little.

What is OpenGL lacking? Do you know a better cross platform hardware rendering library?
Cross-platform? No. But Ogl is lacking in what it can do. DirectX is a far better rendering system. You Mac freaks can whine if you want, but it's the truth. OpenGL doesn't support nearly as many advanced features as DirectX.

Tobi wrote:Being worked on, sometimes.
Again, not asking for results overnight. Just so long as it's being worked on! :) Also, if any help is needed in any area, I'm more than willing to help.

Tobi wrote:No, we don't want to expand this into a fully featured RTS engine :roll:
s
Sorry then, but that was the impression I got by reading over soo many threads. If not, I guess there's no problem. Still a convaluted system, though :)



I'm also willing to help with any Wiki organizational stuff if need be. I just want to see the product/engine progress - it's too damn fun to play, and too frustrating to work with :)
What EXACTLY do you think the coders are doing now? Raising chickens?

They are adding new features and improving the current ones. Little by little. And OGL is the only option for Spring.
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smoth
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Post by smoth »

flozi, please, don't abuse the quotes.... and chill I think vassago meant well. it is cool breath in, breath out.
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

Heh yeah, guess you could get the impression some things aren't thought of etc., lots of development talk happens through all kinds of communication channels so it can be kinda hard to follow :P

About DirectX, may I mention that one of our current goals is to actually make spring crossplatform. So unless someone writes a patch abstracting the entire rendering system and makes an OpenGL and a DirectX implementation of the abstract interface it isn't gonna happen. Even then you're bound to the lowest common denominator for many features so you don't win anything... Also you're forgetting some operating systems.

And I actually thought you suggested rewriting the engine from scratch ;-) but if that isn't what you mean then I agree... but first things first, we only got a handfull really active devs and many of these things you mention take a several weeks to a few months designing and coding for a single dev, esp. as we aren't full time developers...

E: A good link to follow engine progress ;-)
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Vassago
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Post by Vassago »

Thanks for the link, Tobi.

And yeah, I completely understand about the engine's development. I wasn't asking for these changes overnight. A networking mod team like this always needs more time, that's a given. I certainly wasn't asking for these things overnight. Like 6 months down the road is fine :)


Although also OpenGL, you may want to check out this engine:

http://www.luxinia.de/

One of the guys I know at Polycount made it.
Although the engine's source C code isn't open source, you can create anything you need in the Lua script, or as a DLL plugin. Maybe share ideas or something, I dunno. :)
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

smoth wrote:flozi, please, don't abuse the quotes.... and chill I think vassago meant well. it is cool breath in, breath out.
How was I 'absuing' the quotes? And temper control tips are a bit rich coming from you. :P
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Erom
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Post by Erom »

I think he means quoting the giant-wall-o-text.
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smoth
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Post by smoth »

A lot of people do it. They quote an entire message for no reason. Quotes are meant to respond to specific points or to quote someone but there is no reason to reply with the entire quote of someone's text. However, if you are replying right below someone's post you do not need to quote the whole thing . That is how you are abusing the quotes.

I am not trying to single you out just that I am going to start pointing it out more often. So calm down.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

smoth wrote:A lot of people do it. They quote an entire message for no reason. Quotes are meant to respond to specific points or to quote someone but there is no reason to reply with the entire quote of someone's text. However, if you are replying right below someone's post you do not need to quote the whole thing . That is how you are abusing the quotes.

I am not trying to single you out just that I am going to start pointing it out more often. So calm down.

*abuse* :P I will not be told by you to calm down. Calm yourself down. :P
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smoth
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Post by smoth »

"calm down"..... tazers flozi :)
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Zoombie
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Post by Zoombie »

I always hated when people do lame things like "Quoted for truth!" just say "I agree". Or "Yeah Zoombie, thats a GREAT idea" while secretly rolling your eyes and laughing at me behind my back. :wink:
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Zoombie wrote:I always hated when people do lame things like "Quoted for truth!" just say "I agree". Or "Yeah Zoombie, thats a GREAT idea" while secretly rolling your eyes and laughing at me behind my back. :wink:
QFT :P
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