Ship/base/object MDL file contents

A place to discuss user-created Allegiance 3D models, textures, images, and other visual ingame content.
KGJV
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Post by KGJV »

Adaven wrote:QUOTE (Adaven @ Jul 28 2009, 07:30 AM) While you've got all the heavy hitters' attention forgive me for the following slight derail for a question that's been bugging me:

I remember in a previous Beta that Kage added a spinning logo to the start screen that was translucent and "glowy" (sort of). How was that done, and can it be replicated with in-game models?
IIRC, I added the logo to quickly test engine changes (no need to create and launch a game or a training missions). The i moved tests to mdltest and removed the logo.

IIRC, translucent and "glowy" effects are only handled as global parameters in the engine for debugging propose (ie only with debug builds).

But one could certainly activate these on a per model (or even per mesh) basis but this requires some code change.
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Andon
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Post by Andon »

I, for one, would love to be able to have certain parts of a model transparent.
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madpeople
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Post by madpeople »

Andon wrote:QUOTE (Andon @ Jul 28 2009, 10:36 PM) I, for one, would love to be able to have certain parts of a model transparent.
Variable levels of transparancy would be really cool (art dpt has been trying to fake these with dithering transparrent black and normal colour).

If it could optionally be done to be some cool volumetric effect (like you're looking through a sheet of glass, and not a 2d polygon with 25% alpha) that would be exceptionally ocol (Imagine the big purple rix cristals being see through and crystal like (although you would need reflectinos for that, and that's a whole load of other work).
Of course, this is assuming DX9 has some things to make that kind of thing easier. (otherwise it sounds like a lot of work)
SP4WN
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Post by SP4WN »

I would drool at the prospect of semi translucient oppurtunities.

Pushing alpha by using 000000 and using 080808 as black is workable, but leaves so many awesome things possible out.
Adaven
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Post by Adaven »

Spinoza wrote:QUOTE (Spinoza @ Jul 28 2009, 03:27 AM) I tested this in-game with the LOD slider and the result is thus:

The game does use the low LOD models.
IDK if this is by default, but when I brought up the LOD slider, it was at the extreme end, at which it seems low LOD models aren't used.
The low LOD models only showed up when I pulled the LOD slider way down.

It seems it would indeed be safe to ignore the low LOD models when making changes.

Spinoza, the smaller LOD's are always being used, even when the slider is on the "high" quality settings, but it only switches to a lower poly LoD at a certain distance/size. When the objects only take 3-4 pixels on your screen, there is no way you can distinguish anything, so it uses the lowest LoD available because you can't tell the difference. The default threshholds are designed so that you shouldn't notice the changes in game. However if you pay close enough attention in game, even at the max settings you will sometimes notice the shift. For instance I sometimes notice it on alephs as they switch from 8 to 16 "slices" around.

The slider just moves the threshold, so that instead of switching only when an objects is below 64 pixels across where you can't tell the difference, it instead waits to switch until its much larger, say 128 pixels, where the change is much more noticeable.

Also, not every model has LoD's built in. Alephs/Asteroids do, as do Most bases, but not all the ships, only certain ones. None of the player made factions have LoD's either, because the milkshape exporter doesn't handle them correctly.

So in other words, yeah, you can ignore LoD's, people have been doing so for many years now without breaking anything. We can always add them back later to any models you make if there comes a time where we really need them.
Last edited by Adaven on Tue Jul 28, 2009 11:49 pm, edited 1 time in total.
Spinoza
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Post by Spinoza »

Adaven wrote:QUOTE (Adaven @ Jul 29 2009, 02:27 AM) Spinoza, the smaller LOD's are always being used, even when the slider is on the "high" quality settings, but it only switches to a lower poly LoD at a certain distance/size. When the objects only take 3-4 pixels on your screen, there is no way you can distinguish anything, so it uses the lowest LoD available because you can't tell the difference.
I did say it seems they're not used. :roll:
I'm not suggesting I can tell how the engine works just by looking at it. I was merely reporting on my visual inspection.

I think that at least for some objects, maxing out detail pushes the low LOD models beyond the point the game stops rendering small objects, assuming such a cutoff point exists. But OFC I can't be sure.

Anyhow, I think we know enough about the LOD mechanism for modeling purposes. Anyone who can't run the game at max detail probably won't be installing hi-res stuff so it's safe to ignore such users, if they exist at all. IMO in terms of graphic processing power today's systems are ~100 more powerful than in 1999.

Party like it's 1999x10^2! :D
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Imago
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Post by Imago »

This LoD talk is a repeat from more than one year ago:

http://www.freeallegiance.org/forums/index...st&p=265791

Party like it's 2008!

To learn how the different levels of detail are made for alleg artwork, see the working example here:

https://sourceforge.net/projects/freeal ... p/download
take a peek at the .bat files to find out how it was done in 1999 (w/o the makefile hassle).
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These bugs haven't been fixed yet because don't have any developers interested in fixing them up. --Tigereye
Imago's stupid-sensor is supersensitive. --RealPandemonium
The art is managing the flow of the drama to achieve the desired results. --Big_Beta_Tester
joeld wrote:But we’ve been amazed at the level to which some of the Allegiance fans have remained hard-core.
Spinoza
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Post by Spinoza »

Imago wrote:QUOTE (Imago @ Jul 29 2009, 11:17 AM) This LoD talk is a repeat from more than one year ago:

http://www.freeallegiance.org/forums/index...st&p=265791

Party like it's 2008!

To learn how the different levels of detail are made for alleg artwork, see the working example here:

https://sourceforge.net/projects/freeal ... p/download
take a peek at the .bat files to find out how it was done in 1999 (w/o the makefile hassle).
Great, more interesting stuff to read.
Seriously, at this rate I'll never get back to working on the actual model/texture for the IC scout. :P :o
I'm a chronic procrastinator and you're a bunch of procrastination-enablers... :doh:
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Imago
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Post by Imago »

:iluv: Two Weeks :lol:
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These bugs haven't been fixed yet because don't have any developers interested in fixing them up. --Tigereye
Imago's stupid-sensor is supersensitive. --RealPandemonium
The art is managing the flow of the drama to achieve the desired results. --Big_Beta_Tester
joeld wrote:But we’ve been amazed at the level to which some of the Allegiance fans have remained hard-core.
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