Intro and questions - Page 2

Intro and questions

Post just about everything that isn't directly related to Spring here!

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zwzsg
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Joined: 16 Nov 2004, 13:08

Re: Intro and questions

Post by zwzsg »

gabbe wrote:Advice for meh`?
TheRegisteredOne wrote:Before you decide to make over 9000 concept art and design docs only to find out you have no idea what to do, lose interest, and then give up like every other modder. Make a tank first. Make a tank, model it, texture it, rig it, script it, put it in the game, make a screenshot, and post it here. If you can make a tank, everything is easy.
It's not just scolding, it's just it's true it would be bad idea to daydream grand concepts before having learnt how to make a simple unit. By making one simple test mod with one single unit, you'll get an overview of all the stages needed in mod-making (modelling texxing animating stat-sheeting packing ...), and you'll get a much clearer view of how to make your mod than any thinking or concept-doc-writing would. Not to mention, it'll get you started into modding, which is a crucial step into making your mod real.

It's not clear from your posts whether you have had any work done so far, if you have, then post screenshots of them so we have proof you're serious.
gabbe
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Joined: 15 May 2010, 20:15

Re: Intro and questions

Post by gabbe »

zwzsg wrote:
gabbe wrote:Advice for meh`?
TheRegisteredOne wrote:Before you decide to make over 9000 concept art and design docs only to find out you have no idea what to do, lose interest, and then give up like every other modder. Make a tank first. Make a tank, model it, texture it, rig it, script it, put it in the game, make a screenshot, and post it here. If you can make a tank, everything is easy.
It's not just scolding, it's just it's true it would be bad idea to daydream grand concepts before having learnt how to make a simple unit. By making one simple test mod with one single unit, you'll get an overview of all the stages needed in mod-making (modelling texxing animating stat-sheeting packing ...), and you'll get a much clearer view of how to make your mod than any thinking or concept-doc-writing would. Not to mention, it'll get you started into modding, which is a crucial step into making your mod real.

It's not clear from your posts whether you have had any work done so far, if you have, then post screenshots of them so we have proof you're serious.
I have a .blend file of a early stage phoenix, i made it for GLEST but it isn`t nearly finished, no textures, no unwrap and no animation but it is rigged. Overall i think it is good enough, though, i don`t know the standard formats for SpringRTS.

Download link

http://www.mediafire.com/?hjnjrznznzy
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zwzsg
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Re: Intro and questions

Post by zwzsg »

Image

Nice!

Sadly Spring use solid pieces, not skeleton, so your rigging will be lost. That's the sort of thing that make it a good idea to put one unit ingame before starting several unit concepts only to find out later they're unsuitable.
gabbe
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Re: Intro and questions

Post by gabbe »

zwzsg wrote:Image

Nice!

Sadly Spring use solid pieces, not skeleton, so your rigging will be lost. That's the sort of thing that make it a good idea to put one unit ingame before starting several unit concepts only to find out later they're unsuitable.
Can i rig it in spring you mean? this model was intended for a glest not a spring, but i can re-rig it anyways
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Neddie
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Re: Intro and questions

Post by Neddie »

Specifically, Spring's animations do not use a skeleton at all, but rather involve piece by piece movement.
gabbe
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Re: Intro and questions

Post by gabbe »

Neddie wrote:Specifically, Spring's animations do not use a skeleton at all, but rather involve piece by piece movement.
How can i animate?
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SwiftSpear
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Re: Intro and questions

Post by SwiftSpear »

gabbe wrote:
Neddie wrote:Specifically, Spring's animations do not use a skeleton at all, but rather involve piece by piece movement.
How can i animate?
The model has to contain several pieces, and then you can move the pieces.

http://springrts.com/wiki/Category:Animation
gabbe
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Re: Intro and questions

Post by gabbe »

SwiftSpear wrote:
gabbe wrote:
Neddie wrote:Specifically, Spring's animations do not use a skeleton at all, but rather involve piece by piece movement.
How can i animate?
The model has to contain several pieces, and then you can move the pieces.

http://springrts.com/wiki/Category:Animation

Like moving the vertices and there will still be connection between them?
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zwzsg
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Re: Intro and questions

Post by zwzsg »

Could you please stop quoting the entire post right before yours? Either don't quote, or edit to only quote the relevant part. Otherwise your thread becomes unreadable.
gabbe wrote:Like moving the vertices and there will still be connection between them?
No. Like cutting your model into a dozen solid pieces, and moving pieces instead of vertices. The pieces themselves are undeformable. And there is no shared vertex between different pieces.
gabbe
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Joined: 15 May 2010, 20:15

Re: Intro and questions

Post by gabbe »

So low poly will be impossible? If i am to animate a organic unit, how do i do that?

EDIT: more models of mine:

http://www.mediafire.com/download.php?lgjfmmwoxwg
http://www.mediafire.com/download.php?zrzezktgkmm
http://www.mediafire.com/download.php?gnqqbzumbz2
http://www.mediafire.com/download.php?nna5mkdjuwm
http://www.mediafire.com/download.php?5yzz4q3z4qi

All of these cannot be used if i did not give you permission.
Last edited by gabbe on 17 May 2010, 23:00, edited 1 time in total.
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CarRepairer
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Re: Intro and questions

Post by CarRepairer »

gabbe has already sent me a PM.

gabbe, nice work. I happen to need a phoenix. If you texture and complete it in blender format, I will do the rest by putting it in my game and animating it. I'll give you the lua animation file when I'm done.
gabbe
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Re: Intro and questions

Post by gabbe »

Okay, great, then i will finish texturing it, but i must make it more high poly then.
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Pxtl
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Re: Intro and questions

Post by Pxtl »

Y'know, I can't imagine what a kick in the kidneys it must be for a modeler to come into the Spring engine and realize that there is _no_ support for deforming model parts in any way.
gabbe
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Re: Intro and questions

Post by gabbe »

Pxtl wrote:Y'know, I can't imagine what a kick in the kidneys it must be for a modeler to come into the Spring engine and realize that there is _no_ support for deforming model parts in any way.
haha trust me, it was :-)
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SwiftSpear
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Re: Intro and questions

Post by SwiftSpear »

Ya, it's a disappointment, for sure. When spring was originally built it was built to clone the system the original Total Annihilation game used. Most of the other things, such as model format, UV based texturing, and scripting systems have been replaced and upgraded over the years since we first got spring running. But animation is still pretty outdated.

Although, a lot of animation in spring is procedural too, so in some ways the scriptable system is more powerful... It would still be really nice for SOMETHING to be possible with skeletal animation.
gabbe
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Re: Intro and questions

Post by gabbe »

and i can post a topic for that were?
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Neddie
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Re: Intro and questions

Post by Neddie »

Feature Requests.
gabbe
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Re: Intro and questions

Post by gabbe »

Neddie wrote:Feature Requests.
Thanks this needs implementations
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zwzsg
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Re: Intro and questions

Post by zwzsg »

SwiftSpear wrote:Although, a lot of animation in spring is procedural too, so in some ways the scriptable system is more powerful... It would still be really nice for SOMETHING to be possible with skeletal animation.
:?: Skeletal animation would just mean that instead of belonging to a single piece, vertice would belong to several pieces, with associated weights, and their movement would be the weighted mean of the (bone) pieces.

But you'd still need an animation script! And that animation script would actually be exactly the same! You can't say scripted animation is more powerful than skeletal animation, cause one does not replace the other, they apply to different stage of the animation: The script tells how to move the bone (or solid piece, but the script won't know the difference). The skeletal system deduce the vertex position from the bones position.
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