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2d mod?

Posted: 24 Jun 2007, 05:55
by Muzic
Im wondering what it would be to have a 2d mod. Becuase I reallllyy want to make this mod I have in my head, its a 'space' rts (funny becuase its 2d) but I want everyone to be able to play exorbitantly huge battles.

My questions are..

Can you make a 2d mod?

Would you get better performance becuase of the lack of triangles to draw from your GPU? Basically the mod would have the kernel panic feel, but 2d and..space ships ^^;.

Posted: 24 Jun 2007, 06:55
by Neddie
I think you could have flat models, but... hurm.

Posted: 24 Jun 2007, 09:18
by KDR_11k
What exactly do you mean with 2d?

Posted: 24 Jun 2007, 10:26
by hunterw
why

Posted: 24 Jun 2007, 10:36
by Guessmyname
Use the icon system

Posted: 24 Jun 2007, 14:07
by Zpock
No point, the GPU will not do any work and the CPU will be bottlenecked by things unrelated to rendering like pathfinding etc.

Posted: 24 Jun 2007, 14:13
by 1v0ry_k1ng
make the mod for OTA

Posted: 24 Jun 2007, 14:40
by rattle
Are you serious?
I would suggest using some other engine.

Posted: 24 Jun 2007, 20:34
by Muzic
Like what engine <3?

Posted: 24 Jun 2007, 21:15
by smoth
Ta supports sprite based units. Spring can do it via lua I am sure but I have no idea where to start to tell you how to do that.

Sorry the guys are so strong but the thing you need to understand is to us, 2d is like taking a step backwards. As in the lua forum located on this site. I am pretty sure that there would be a way to do sprites in lua.

Posted: 24 Jun 2007, 21:19
by Tim Blokdijk
Muzic wrote:Like what engine <3?
Maybe stratagus?
http://www.stratagus.org/

Posted: 25 Jun 2007, 01:54
by Argh
Um, you could just use the Icon system to make a 2D mod... set the distance to absurdly-small, so that everybody always sees icons... use point-based models with children-points (for turret control) and add some sounds and FX, and yer done. Very easy to do.

Posted: 25 Jun 2007, 10:06
by Tobi
Problem is the icon distance is a user setting, not a mod setting.

Posted: 25 Jun 2007, 11:20
by KDR_11k
The mod can set a multiplier though, there's a limit to the icon distance the player can set. In CvC I forced upgrades to appear as icons even at very short distances. To be fair I haven't tried setting my icon distance to the maximum yet, I keep it relatively low because at some distance you're not going to be able to tell stuff apart anyway.

Posted: 25 Jun 2007, 15:11
by zwzsg
Ta supports sprite based units.
Oh really? Unless you mean something like my naked santa and majorette tankwhich are actually 3d units, but with a script that constantly counter the unit rotation, show one face at a time and hide the others, faces which use textures with transparent pixels, so they don't benefit from any speedup real sprite would have, I have yet to see sprite based units in TA.


And as it has been said, graphics aren't the bottleneck in Spring, you can have 3000 poly models or 2D icons, it doesn't matter: the maximum size of battle before average computer choke will be limited by the "SimTime".