Galactic Empire Mod preview (56k BEWARE) - Page 2

Galactic Empire Mod preview (56k BEWARE)

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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Caydr
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Post by Caydr »

Actually, what I really need right now is something akin to this:

http://benjie.animeotaku.ca/PlanetAndPlatforms.jpg

to experiment with. I talked to sinbad over MSN and he sent me this really strange map where everything's white (even the background...) and you can't see anything unless you're about 1 "unit" away from it... And also, there's grass.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

My plan is to release a full package including the latest version of Spring as a standalone game with a couple of specially-designed levels, hopefully showing a lot of people what the engine's capable of. Maybe attract some developers?
I think that's the plan for just about every conversion mod for Spring out there :)
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Nemo
Spring 1944 Developer
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Post by Nemo »

That ship looks amazing. Nice job.

As long as we're mentioning freespace 2..any chance of the capital ship mega-beam lasers? Those really make for a great looking battle, little fighters buzzing around huge beams as wide as those fighters.

Now, if only the beam thickness;=X tag worked on beamlasers.
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jcnossen
Former Engine Dev
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Post by jcnossen »

Now, if only the beam thickness;=X tag worked on beamlasers.
Weird enough all the functionality is implemented, I just had to replace size=2, with size=thickness :-)
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Nemo
Spring 1944 Developer
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Post by Nemo »

It was already there? *doh*

Sorry about that, I thought I read somewhere that beamthickness didn't affect beamlasers.
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Caydr
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Post by Caydr »

I think he means it was already in the source code, just hadn't been activated yet.
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Caydr
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Post by Caydr »

Hmm... just realized something. With this 2048x2048 limit on total textures, this mod is pretty much impossible. Each individual unit would have a bare minimum of 512x512 worth of texture... So much for s3o opening up new opportunities.
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Maelstrom
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Post by Maelstrom »

I thought it was 2048x2048 per unit, not 2048x2048 for all units?
Gnomre
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Post by Gnomre »

Yeah, stupid, with the new model format each unit can have anywhere from a 128x128 to 2048x2048 texture of its own... Like I said in the other topic, it was one of the main reasons for switching to it in the first place. Where the hell did you get the idea otherwise?
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Caydr
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Post by Caydr »

I "the hell got the idea otherwise" when I loaded Spring with a UV mapped unit and got an error message saying:

"To many/large unit textures to fit in 2048*2048"
(incorrect spelling is not my own)

This was when the only difference was a UV Mapped unit being added to my mod. The texture itself was 1024*1024.

In the official thread on the subject of the S3O format (by fnordia?), he says place the unit's textures in the unittex directory. He says this twice. This is where I put them. And then I got the error. Sorry for being negligent and stupid, I hope you didn't get a hernia. Being as there is no documentation of any kind, and the only other person to make a serious attempt at a UVMapped model got a tipped-over LLT which appeared to have a mixture of herpes and leprosy, it's a little tough being the one trying to make it work.
Last edited by Caydr on 11 Nov 2005, 12:17, edited 1 time in total.
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Sounds like it's loading the texture into the 3do texture sheet... perhaps we should ask them to change the directory for s3o textures from Unittextures\tatex to Unittextures\s3otex or something like that. Did the texture still show on the s3o?
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Caydr
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Post by Caydr »

[old pics deleted]
Last edited by Caydr on 03 Dec 2005, 21:23, edited 1 time in total.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Caydr wrote:I "the hell got the idea otherwise" when I loaded Spring with a UV mapped unit and got an error message saying:

"To many/large unit textures to fit in 2048*2048"
(incorrect spelling is not my own)

This was when the only difference was a UV Mapped unit being added to my mod. The texture itself was 1024*1024.

In the official thread on the subject of the S3O format (by fnordia?), he says place the unit's textures in the unittex directory. He says this twice. This is where I put them. And then I got the error. Sorry for being negligent and stupid, I hope you didn't get a hernia. Being as there is no documentation of any kind, and the only other person to make a serious attempt at a UVMapped model got a tipped-over LLT which appeared to have a mixture of herpes and leprosy, it's a little tough being the one trying to make it work.
Uhhh....

Image

:P ?
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Caydr
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Post by Caydr »

A 6-faced cube is a slightly less complex matter than a 100-face LLT and especially a 2500+ faced battleship.
Gnomre
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Post by Gnomre »

But it can still be used to test things.

Flozi, increase that texture's resolution to 1024x1024 like Caydr's texture and see what happens. Doesn't matter how the texture looks at that size, just make sure it fits those dimensions. And make sure you do it in XTA or some similar mod ;)
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Zoombie
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Post by Zoombie »

Some of those modles look really cool (like the Python) but the rest dont look so good (like the hammerhead and gaurdian)
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Caydr
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Post by Caydr »

Zoombie wrote:Some of those modles look really cool (like the Python) but the rest dont look so good (like the hammerhead and gaurdian)
Yeah... I don't even have them anymore, just the shots of them I dug up from my old website.
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Min3mat
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Post by Min3mat »

IMO they are all good but the mammoth...its REALLY small and pointy which is what the fighters are supposed to be! :)
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Caydr
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Post by Caydr »

Ignore the bit about the "Human Battleship"

Image
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Guessmyname
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Post by Guessmyname »

big
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