rocks ROCK!

Discussion area for user-created Allegiance models, textures, voicechats, music, and other ingame content.
madpeople
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Location: England

Post by madpeople »

so, we have sexy textures and environments and posters.

and on them we have giant octagon shaped rocks.

i want to make some higher poly rocks for general use.

what is the name of the asteroid model, this isnt really needed to make the model, just to get it in game.

what may be needed is a target poly count, how many polys do you want the new rocks to be?

want me to just play with some lowish counts that look nice?

if i make some, will they be used?

how many different models are there for rocks?

if i provide the mesh in ms3d format will someone convert it to .mdl

failing that, can someone tell me how to convert .X files to .mdl with the original tools
mdvalley
Posts: 324
Joined: Sun Nov 21, 2004 8:00 am

Post by mdvalley »

The generic rocks are bgrnd03 and bgrnd05. Helium rocks are bgrnd56. Uranium, silicon, and carbonaceous rocks are bgrnd51, 52, and 53 respectively. Those are hard-coded. I can’t help you with converting models and stuff, sorry. For polys, you can use a whole bunch, but keep in mind Alleg's engine tends to take increased poly counts harder than newer ones do.
Zapper
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Location: Denmark

Post by Zapper »

Why would we need High poly rock?? it will only lower performance!!

Zap
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madpeople
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Location: England

Post by madpeople »

because they just look silly the way the pointy bits of them stick out against the environments. you can count the faces by eye!

p.s. the same could be said for textures /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

thanks to a bug, i've spent a few mins making some

round rock 1 a mostly round rock - 544 faces, can be reduced very easily with not much quality drop
oval rock1 a oval rock - 504 faces, can be reduced fairly easily i think
round rock 2 a more bumpy round rock - 676 faces

most of the current rocks have 96 faces, 1 has 150, and thorium has 250
Last edited by madpeople on Fri Dec 15, 2006 8:45 pm, edited 1 time in total.
Adaven
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Location: Greater Ozarks

Post by Adaven »

I've gotten a few complaints/suggestions about the giant crater on each of the generic asteroids. I've got newer versions w/o them that I just need to upload. However, there are still a few medium/largish sized craters. I'm not sure if you've already done it, but adding a depression on the site of the larger craters would look really cool. Although an easier way might to make the model w/ depressions first and then I could go back and make a texture for them that puts craters on your depressions.
madpeople
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Location: England

Post by madpeople »

yeah, i thought of putting the crater where the depression is.

but then i knew it was going to be removed.

i only put the textures currently being used on so they would have a texture and look nice.

so do you want one with depressions where the crater is?

these ones will do for textures with smaller craters on
pedro0930
Posts: 16
Joined: Fri Jul 07, 2006 3:58 am

Post by pedro0930 »

I don't know...
Model and texture are kind of different aren't they?
I thought everyone must use the same model in the same server.
madpeople
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Post by madpeople »

Pedro wrote:QUOTE (Pedro @ Dec 16 2006, 03:18 AM) I don't know...
Model and texture are kind of different aren't they?
I thought everyone must use the same model in the same server.
they are...
everyone has to use the same models (or technically same hit boxes), that's why i said:
madpeople wrote:QUOTE (madpeople @ Dec 15 2006, 02:44 PM) i want to make some higher poly rocks for general use.
a model is a 3d mesh, it gives a ship/base/rock its shape
a texture is a bitmap image that is placed onto the faces of the mesh to give it patterns and colour
Last edited by madpeople on Sat Dec 16, 2006 9:41 am, edited 1 time in total.
Raveen
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Post by Raveen »

There are a lot of people who play Alleg on old machines. Forcing high poly models on them will be an issue. Upgrades like this would be cool but they need to be optional imo.
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Grimmwolf_GB
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Post by Grimmwolf_GB »

The high res textures are optional. We would not want to place those large files on AU. My high res texture folder is 255MB. I expect a similar solution for the models. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Last edited by Grimmwolf_GB on Sat Dec 16, 2006 2:46 pm, edited 1 time in total.
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