> > haydn how come you can't use the texturing data from the 3ds files. that seems like a major setback. btw about how many triangles are your models? i know quake3 models are around 1000 triangles.
> Is setback the right context?;)
> Anyway, we aren't going to carry over texturing by choice. You can texture/animate textures etc in WOLF -which acts also as a purge on any corrupted/non-compatible graphics before they reach the actual presentation engine. -a clever concept?
why would you choose to do that? does the game have some texture capability that the 3ds format doesn't support. i think it's a major put-off for artists to spend so much time working on something that will only work in a particular engine that may never even be used. do you guys know how to support the bare minumum of the texturing data from 3ds files like in my program at least? that's easy and should be good enough since artists rarely use the extra weird features.
> Also, we are deliberatly going low poly count -there is nothing special about really complex models if they are tiny on screen -which they will be -about RA2 size. This will optimise the program and allow massive armies without overly slowing play.
> Most of my models are sloppy -about 100-200 triangles but could be less if I tried....
about how many triangles are Emperor: Battle for Dune or Total Annihilation: Kingdoms models then?
btw are you going to make some super high poly models for renders and icons etc? i'd like to see what you could do with no restrictions.