Upspring 1.54 - Page 20

Upspring 1.54

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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AF
AI Developer
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Post by AF »

lookup the word metaphor
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KDR_11k
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Post by KDR_11k »

AF wrote:Baaawwwwwww
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lurker
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Post by lurker »

bah meh
why does delete not work?
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jcnossen
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Post by jcnossen »

If you'd just say
I think the point is that it shouldn't be needed.
that would be a valid point.

But if you make up a whole story around it toast and whatever, that's just being a smartass because you made your point very clearly already.
Only when something is hard to explain you can help it with an analogy, but this isn't the case here.

In your case though, analogies are just funny because they are so far off lol

Someone should collect AF analogies..
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AF
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Post by AF »

I make up strange analogies not because I'm a smartass but because its a ray of hope in an otherwise tedious post.

You should have been honest and acknowledged rattles issue and explained you didnt have the time or resources to fix it, instead we got a bamboozle.
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jcnossen
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Post by jcnossen »

I make up strange analogies not because I'm a smartass but because its a ray of hope in an otherwise tedious post.
You can also decide not to post at all, lots of people do that.
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AF
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Post by AF »

post with analogy > tedious paragraph post
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rattle
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Post by rattle »

Oneliner explaining the problem short and sharp > blah blah.
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lurker
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Post by lurker »

jcnossen wrote:
I make up strange analogies not because I'm a smartass but because its a ray of hope in an otherwise tedious post.
You can also decide not to post at all, lots of people do that.
They all suck :D



edit: wait, just how many levels does that joke work on? :shock:
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Guessmyname
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Post by Guessmyname »

*sigh*

We're getting a little sidetracked here, no?
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Argh
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Post by Argh »

JC, I've set up stuff so that we can mass-convert large numbers of 3DOs that don't use OTA-standard texture sets (Talon, TLL, I can add more).

However, due to the way that the files are being translated, I can neither get good results when converting to 3DO, nor are the models being translated in fashion that's useful for conversion to a fully uvmapped model.

What's happening on straight conversions is that the points of the models are being mapped so tightly that mip-mapping causes "bleed"- a dark line around the edges of the polygons:

Image

I can't "cure" this, short of tearing the model completely apart and rebuilding the uvmap, which I'm trying to avoid, for obvious reasons.

Is there a way to get a projection that is accurate to the texture, or, short of that, reflects the actual geometry, allowing me to at least uvmap these things from scratch, but not have to tear the models apart? Whatever is done when 3DOs render is very accurate... why doesn't it work that way, when the S3O is created?
Warlord Zsinj
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Post by Warlord Zsinj »

I don't intend any offense Argh; but Upspring really needs attention in a number of important places that will assist people working on s3o files, animation, and other areas useful to people working on more advanced content.

I wonder how prudent it is spending what little of JC's Upspring attention we have on something that is only providing support for outdated 3do models. I really think it is time that as many mods as possible move on from 3do to s3o (you yourself are one of the forerunners of the shift), so that we can make Spring a modern game, rather then a sexy engine running content designed for an engine over a decade old.

I also don't direct any offense at the makers of TLL or Talon (well, maybe TRO for bagging out my tibanna refinery ;) ), but I really think it's time we moved on and focused on ways to encourage Spring to move forward, not continually providing legacy support, which in a way holds it back.
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jcnossen
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Post by jcnossen »

I know the issue Argh, but I don't know when I have time to fix it.
Maybe you can try using the app from treeform?
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Argh
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Post by Argh »

If he ever delivers anything except for screenshots... sure.
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bobthedinosaur
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Post by bobthedinosaur »

is there any news of more 3d formats for input? that would be nice if it had more uv freindly formats.
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smoth
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Post by smoth »

I think it is a big waste of time though, so I don't care if I offend. It is a stupid concept and a waste of time. If you are going to uv a model do it right or not at all, these sort of half assed conversions are a big waste of time esp..
Warlord Zsinj wrote:Upspring really needs attention in a number of important places that will assist people working on s3o files, animation, and other areas useful to people working on more advanced content.
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FLOZi
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Post by FLOZi »

smoth wrote:I think it is a big waste of time though, so I don't care if I offend. It is a stupid concept and a waste of time. If you are going to uv a model do it right or not at all, these sort of half assed conversions are a big waste of time esp..
Warlord Zsinj wrote:Upspring really needs attention in a number of important places that will assist people working on s3o files, animation, and other areas useful to people working on more advanced content.
I heartily agree with Smoth on this.
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Neddie
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Post by Neddie »

FLOZi wrote:
smoth wrote:I think it is a big waste of time though, so I don't care if I offend. It is a stupid concept and a waste of time. If you are going to uv a model do it right or not at all, these sort of half assed conversions are a big waste of time esp..
Warlord Zsinj wrote:Upspring really needs attention in a number of important places that will assist people working on s3o files, animation, and other areas useful to people working on more advanced content.
I heartily agree with Smoth on this.
You have my sword.
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rattle
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Post by rattle »

And my excel.

Yeah, especially the broken angle stuff really is a bummer amongst other things, which can reduce all of your animation efforts to dust in a second.
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smoth
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Post by smoth »

In gundam, don't lol at me but it took 4-5 hours of coding and checking in game for both the gm sniper animation and the kampfer run. EACH, that wasn't done together, 4-5 hourse EACH! A proper method or should I say a less glitchy/crashy method would allow us to animate easier.

In all honesty, one of the reasons that you guys have not seen anything really neat from me is that I know I will have to animate it :\. As it stands, I use either vehicles or bipeds because I have *READ SHITY* animations for that. To me it is one of the biggest bottlenecks because I hold back on models for that and that alone. I have an entire race designed but I will not do them because their animations would take more then the models.
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