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Multisection Voxels and HVA filesBonesnapper07:02 28-01-2002
Re: Multisection Voxels and HVA fileshaydn04:59 01-02-2002
Re: Multisection Voxels and HVA filesViPr18:17 05-02-2002
Re: Multisection Voxels and HVA filesWill20:02 05-02-2002
Re: Multisection Voxels and HVA filesflyby23:53 05-02-2002
Re: Multisection Voxels and HVA fileshaydn03:50 06-02-2002
Re: Multisection Voxels and HVA filesViPr06:23 06-02-2002
bongohaydn06:12 07-02-2002
Re: bongoViPr18:05 07-02-2002
Re: bongoWill20:51 07-02-2002

> > > 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.

yes. texturing per animation frame, for example.

> 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.

I think that all the artists are dedicated to doing abscnc models, and that is what the models are for. They aren't designed to be used in other games. They will be abscnc optimised. If you want to do a quake model, use whatever tool you need. If you want to do an abscnc model, design it for abscnc. Don't imagine that putting a quake model in abscnc will give you good results- it won't. Flyby did an interesting article on it: http://www.eclipsemods.com/flyby/3dmodels2voxels.html
and I believe that those conclusions are applicable to abscnc as well.

> 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.

yes we do.


> > 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?

no idea. You count them 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.


Re: bongoViPr07:22 08-02-20023
    Re: bongohaydn07:41 08-02-2002
        Re: bongoViPr17:32 09-02-2002


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