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Request to modelers

Posted: 11 Dec 2005, 01:46
by Forboding Angel
Could someone model for me:

5 rocks, varying sizes.
2 crystals that looks like the crystals from ota tileset (except with a light bluish tint.
3 different urban buildings.

If anyone is interested, please let me know :D

I am looking to do some different tileset maps.

Posted: 11 Dec 2005, 17:39
by AF
tall urban buildings? Be aware that very tall objects have very big collision spheres, nothing can approach them.

Posted: 11 Dec 2005, 23:16
by Forboding Angel
I never said tall...

Posted: 12 Dec 2005, 15:15
by aGorm
Just about buildings...

If you want a large building what you can do is give it no colison detection and then fill it in with terrain (obviosly for non-reclamable/destoyable ones) which also means that they stop line of sight and radar, and other important things. Also they can be tall and thin if this is the case (to an extent anyway...). And t ostop things walking through them you can just set the terrain to be void.

aGorm

Posted: 12 Dec 2005, 15:33
by zwzsg
Alantai Firestar wrote:tall urban buildings? Be aware that very tall objects have very big collision spheres, nothing can approach them.
Sure of that? Somewhere in some version, the collision system has been changed to footprint based for ground unit, and remained spherical only for flying units. Yes, in fact I do know for sure that as of now the feature collision is based on the fooprint x and z defined in the /features/All Words/blah.tdf since I've been experimenting with features myself.

Posted: 12 Dec 2005, 16:50
by raikitsune
zwzsg wrote:
Alantai Firestar wrote:tall urban buildings? Be aware that very tall objects have very big collision spheres, nothing can approach them.
Sure of that? Somewhere in some version, the collision system has been changed to footprint based for ground unit, and remained spherical only for flying units. Yes, in fact I do know for sure that as of now the feature collision is based on the fooprint x and z defined in the /features/All Words/blah.tdf since I've been experimenting with features myself.
oof! thats good news!

Posted: 12 Dec 2005, 18:15
by FLOZi
Someone model WW2 era buildings! :P

Posted: 12 Dec 2005, 21:01
by aGorm
Ummm... well teher must be some sort of tag to switch it with then cause my trees definatly work on teh sphear system. I mean they had a 16 x 16 foot print but nothing within a screen of one could move...

Am I missing somthing??

aGorm

Posted: 12 Dec 2005, 21:21
by Dragon45
I could do models in .3dm format but someone else would need to UV map them.

Posted: 12 Dec 2005, 21:29
by AF
Collision detection si different depending on what's using it.

Weapons use sphere collision as do pathfinding and everythigne lse pretty much.

There is a lot of talk and suggestions on changes though, many even posted saying hwo ti would eb doen and posted code for suggestions such as squashign the circles dependign on the shape of the model.

What tests have you done zwzsg? Not all collision detection in spring is the same.

Posted: 12 Dec 2005, 22:07
by zwzsg
Well, I've made many features, including a needle, and then I changed the values in the lines footprintx=3; footprintz=3; and then I played the map and pressed F2 and tried to get units near, and then retried with other values, and again.

By the way, have you missed the pictures of the map with the super-gigantic trees ?

Posted: 12 Dec 2005, 22:16
by AF
ahem as aGorm said the collision spheres on those trees arent used, any unti can walk through the tree as if it werent there.

The onyl reasont heyc ant is because of the way aGorm uses his terrain map by filling the trees with terrain. If the trees actually had their collision spheres used then they'd be hgue and no unti could navigate the map.

Posted: 12 Dec 2005, 22:38
by aGorm
You missed a trick there zwzsg... you used my map!! SOrry, but I am ROFL...

Anyway, no hard feelings... You wernt to know seeing as hardly anyones got a look at it realy.

What stops things walkin throught the trees is the fact teh terain there on is voided on teh typemap. And the fact theres a huge hill inside stops the line of sight and radar and also (as a neat side effect like i hoped) means that almost all planes fly around them insted of assuming they can go through. (that one dont always work though... hence why i want to be able to define an bounding box moddel in teh s3o file, which has been suggested for complex objects.)

aGorm

Posted: 13 Dec 2005, 00:43
by Slamoid
*opens Gimp, Wings, and Milkshape* I'll see what I can do. I suck at converting models to any Spring/TA format, but I can make them another format. What one can you use? OBJ, DXF, 3DS, X, LWO, heck I can even do HOD if you like.

Posted: 13 Dec 2005, 02:03
by LathanStanley
I've made a few building models etc. and this game is finally getting into the level of modeling that I can really dig in, and get my feet wet making models....

namely, UV MAP SKINNING.. and non-3do imported models from MAX :wink:


and now that my semester is over, and I have some free time again, (minus the time spent playing EVE) I can get some done for you...

gonna download the new version and try out the AI stuff

Posted: 13 Dec 2005, 03:51
by Maelstrom
What map/mod are you going to use these buildings in?

And non spherical collisions would be great.

Offtopic: LathanStanley, How much does EVE cost to play? It sounds interesing.

Posted: 13 Dec 2005, 07:02
by Forboding Angel
Mao I dunno. Thinking about redoing some of the urban maps

plus some ideas of my own.

Posted: 13 Dec 2005, 14:47
by aGorm
This guy is so reminding me of someone...

Posted: 13 Dec 2005, 16:35
by Forboding Angel
umm is that a good thing? Or did I manage to piss someone else off

Posted: 13 Dec 2005, 18:31
by aGorm
Nahh, you remind me of me!! Just when the map tools were first released and stuff. (Years ago in other words...). I was somewhat obsesed with quality and was totaly wanting to do somthing differnt with mapping. Now I'm just this moneing guy that hasn't actully released a map in months, that states his large opinion. :-)

aGorm