Hairein & distance80 read this!
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New Dawn :: Art :: Faction Art
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Hairein & distance80 read this!
So now that we have 3D modeling skills here (distance80) we can start to put together some 3D graphics/models
So I guess it's over to you Hairein to discuss what you need. I suggested some simple static 3D model off Classical Greek Housing/Accomadation.
Decide between you what you both need file formats etc . . . . . . , post all discussions in this thread please.
Regards, Admin.
p.s looking forward to working with our newest team member.
So I guess it's over to you Hairein to discuss what you need. I suggested some simple static 3D model off Classical Greek Housing/Accomadation.
Decide between you what you both need file formats etc . . . . . . , post all discussions in this thread please.
Regards, Admin.
p.s looking forward to working with our newest team member.
Re: Hairein & distance80 read this!
Hi all,
i'm available per PMs to handle our working together. We can also go to written chats in Skype once we get started.
I agree that we should start with a house which can be navigated. It should contain some furniture as well as a moveable door. If the models are not textured, they should have an ambient occlusion map to give them basic shading.
Each mesh we make need to have a collision mesh as well, so that the physics engine can calculate the collisions for us.
Let's start with a simple model to try out the collaboration.
The main rule for me is that 1 unit in a modeler is 1 unit in Ogre 3D and should be regarded as 1 meter in real world sizes.
I can take models from the code repository (where we should store them in the data folder) and export Ogre 3D meshes and materials. It would help if the person modelling understands how Ogre 3D creates/treats materials but i'll do it for now.
i'm available per PMs to handle our working together. We can also go to written chats in Skype once we get started.
I agree that we should start with a house which can be navigated. It should contain some furniture as well as a moveable door. If the models are not textured, they should have an ambient occlusion map to give them basic shading.
Each mesh we make need to have a collision mesh as well, so that the physics engine can calculate the collisions for us.
Let's start with a simple model to try out the collaboration.
The main rule for me is that 1 unit in a modeler is 1 unit in Ogre 3D and should be regarded as 1 meter in real world sizes.
I can take models from the code repository (where we should store them in the data folder) and export Ogre 3D meshes and materials. It would help if the person modelling understands how Ogre 3D creates/treats materials but i'll do it for now.
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Re: Hairein & distance80 read this!
hum, one thing there, I don't think we would need detail inside the house as the players units wouldn't really "go inside", Remember each formation would amount to 60 odd men.
Unless of course, this could be easily done, as it would add an extra level of interactivity?
Unless of course, this could be easily done, as it would add an extra level of interactivity?
Re: Hairein & distance80 read this!
Admin wrote:hum, one thing there, I don't think we would need detail inside the house as the players units wouldn't really "go inside", Remember each formation would amount to 60 odd men.
Unless of course, this could be easily done, as it would add an extra level of interactivity?
Yes, agreed. We therefore only need animated sub-sections later if we want to show the house being destroyed. That way, you get to see windows and doors blow out if a building is hit. For the demo we only need static models.
We should use Ogre 3Ds built-in level-of-detail system for meshes. This would mean making just 1 visual model and 1 collision mesh for each map object.
The modeller should contact me once he has some samples, i'm posting the new version of the game framework end of this month. Currently, i'm working on the game interface between the framework and the game logic DLL.
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New Dawn :: Art :: Faction Art
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