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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:25
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quote: Originally posted by Jeremy Buloch
No they aren't they are helping you practice.
Well I guess they are kinda useless to the project.
Do some game graphics of units.
-J.B.- |
OK, it's undisputed mention what units will be 3D models crafted in .3ds file format. Not especialy funny format, but it will do.
So I, among other StPDT artists (anybody home?), need several things to know. Not a lot of things, though.
1) How moving parts of the units must be handled (distinct tri-mesh chunks in the only .3ds, different .3ds etc)
2) Texture format (.png, .tga or any other loseless. Or possible lossy?)
3) Texture palletes? How units of different factions will be "colored" (specific texture index, rectangular patch with faction logo somewhere etc.)
4) Texture size (256x256, 512x512 etc).
5) Texture mapping: UV is the best, but some parts may require more simplistic view; also, texture mapping for multipart units (single atlas or multiple)
6) Some prototype animation (not for 0.0.1-alpha version, of course, but start thinking about this)
And, last but not least, what units must be created ASAP for game consistency (may be not especialy fancy, like placeholders for the future fore broad range of units).
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:25
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Does this ignorance mean that StP currently requires no unit models?
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:25
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Yes, I the game without units will look strange, isn't it?
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:25
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What garrison units, BTW? I've seen some people in the StPDT list entitled "writers"; possible, they have a clue. I need't especialy detailed explanations, just a unit list with (it's good while not required) short suggestions on their general outlook ("15 m length heavy tank with two turrets and something missile-launcing" would be nice)
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:25
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OK, thanks. I hope that units will be used in the game, rather than trashed, at least for now.
*targon downloading this page to Zip drive for use as documentation*
Under way.
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:25
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Under way.
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:25
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DBTS, you units are simply the 1st in my queue. It's completely due to your descriptons. Calm down.
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:25
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Here is a really wierd rendering of the infantry model. Texturing is ~%50% done, needs some "features" like platoon signs and various small details. For curious, this character pose is usualy selected as so-called "rest position", as you could easily access any part of the model; later, this approach leads to so-called "posing" via "bones", "scelegons", "weight maps" and other arcane stuff. For realtime rendering, bone/skin animation may be an overkill, so we may fall back to simple "part pivot" animation.
Attachment: inf.jpeg
This has been downloaded 52 time(s).
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:25
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Here is its mesh:
Attachment: infantry.zip
This has been downloaded 2 time(s).
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:25
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...And texture, if someone is interested
Attachment: infantry.png
This has been downloaded 53 time(s).
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:25
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BTW, the guy above weights something around 490 triangles. Could anyone from the coder team say how big or low it is according to their estimates?
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:25
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OK, Ok. You said "urban". Then, they must be gray/black or so, right? It isn't especialy easy to change their color scheme, but it isn't hard either.
Thanks for feedback.
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:25
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Here is some sample renderings of the recon flyer, as I imagine it. Of course, "flyer" term isn't much descreptive (that is it, helicopter, jet plane or something other?), so don't blame on me.
Attachment: recon_show.jpeg
This has been downloaded 36 time(s).
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