Textures from the Art Source

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

girlyboy wrote:QUOTE (girlyboy @ Mar 17 2009, 02:07 PM) How about assigning the textures to different tech levels of the same ship? It's always bugged me that the lt int looks the same as the int looks the same as the hvy int, and same for fighters, scouts, etc. Even fighter-bombers look the same as regular figs. Only giga luxury versions of ships look different. I know this is probably because the code just uses the exact same model for each, and that might be bothersome to change, but this way at least no actual modelling or texturing work needs to be done -- use the same models, and just add a few new textures from the existing set?

Actually this is mostly a core issue, not a code one, and can easily be changed right now. Each ship level is considered a separate "ship" by ICE, so for Giga figs, there are separate "ship" entries for reg, enh, adv, and luxy Fighters. Right next to where you edit things like hull and scan range you can assign what model to use. Just by convention all levels of the same type have been assigned the same model, but they don't have to be.

In MS times, I'm not entirely sure they even used different looking models for lxy versions, that may have been a DN development Noir came up with. So yeah, its no problem for the Core Dev's to specify that different level ships use a different model. And that's what they'd have to do, call a "different" model because the name of the texture to use is part of the model file, we can't do the hot-swapping thing you suggested. So even if all you want is a different colored version of a ship we already have you have to create a "new" model that is the same shape as the old one, but that calls a different texture to use. However that's really not that hard to do.
Last edited by Adaven on Tue Mar 17, 2009 8:03 pm, edited 1 time in total.
Raveen
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Post by Raveen »

I believe ImmZ found that the MS models had a spare poly which was designed for decals and there are a whole bunch of decals in the artwork. I don't know if any code exists to activate them though.
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madpeople
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Post by madpeople »

I've combined the explosion files, haven't tested them, but if anyone wants them:
http://www.mesialonline.com/madpeople/BiggerMsExplosions.zip

Should have subversion wokring some time in the future...
Adaven
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Post by Adaven »

crashes for me
madpeople
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Post by madpeople »

did you put them in the right place? (I might have done the text bmp.mdl paths wrong)
Pos_21
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Post by Pos_21 »

Sounds like a hell of a project :P

In a related story, how difficult would it be to have another box in the team setup menu that points to additional core files with 'skins' assigned to each of the factions? Something Andon mentioned to me the other day got me thinking of how awesome it would be to plaster a PK logo on each of those additional polys for squad games. Call it a 'team skin' entry, which pulls from a different instance of the faction with PK emblems and other assorted shenanigans on the ships.

"Don't screw around with the $#@!head. Trust the $#@!head."
Makida
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Post by Makida »

Adaven wrote:QUOTE (Adaven @ Mar 17 2009, 04:01 PM) Actually this is mostly a core issue, not a code one, and can easily be changed right now. [...] Just by convention all levels of the same type have been assigned the same model, but they don't have to be.
OoO Ooh, nice! So, hypothetically, someone could start a poll on the CCore development forum about this, and if a lot of people want different textures for the different ship "levels," once the developers have a bit of time, it could actually change? ^_^
Andon
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Post by Andon »

the issue with multiple skins for the same model is that it doesn't work. You have to send a whole new model with the whole new texture, and that's really a waste of space.
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Adaven
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Post by Adaven »

Yeah it could use a lot more memory Andon, but there is a pretty easy workaround. The core dev's can assign a different model for each ship level, but the default extra models for them on Autoupdate all point to the same original texture file, which would use about the same space as the current system. Then we can make an optional Mod that replaces those model files with ones that point to unique textures. System performance (and Canon) is maintained, but the folks with better computers that want the variety can be happy as well.
Last edited by Adaven on Wed Mar 18, 2009 4:29 am, edited 1 time in total.
Andon
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Post by Andon »

I'm talking about the actual 3d models. And with text mdls and png files, there's no need to worry about file space - the total file size for the Faction X bomber is ~700kb. With a 1024x1024 texture.

I would prefer to see a code change to allow for different textures for the same model - So if you put something onto the 'ship' that's used in ice it'll direct it to a different artwork file.

Example: you type fig16 for the ship in ICE. This loads the ship (fig16.mdl) and the texture (fig16bmp.mdl). Now, if it could be changed to if you type in fig16*a for the ship in ICE, it loads the ship (fig16.mdl) and the 'different' texture specified (fig16abmp.mdl). This would be much more convenient and easy to do for the core makers
Last edited by Andon on Wed Mar 18, 2009 4:56 am, edited 1 time in total.
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