Dante_pff Posted January 31, 2006 Posted January 31, 2006 THIS IS A WORK IN PROGRESS http://www.renevo.com/downloads/eaw/alo_reader.jpg Should start the d3d work very shortly, and with proper file specs, could probably have a converter written soon as well. Importer, not yet, still have some things i need to figure out with the format, but for showing it in a small d3d window, im good to go. Will keep posting updates. Founder & Lead RenEvo Software & Design
dw333 Posted January 31, 2006 Posted January 31, 2006 good work. Dan WilliamsMod Project : Star Wars - Civil War (v0.3)
swgbex Posted January 31, 2006 Posted January 31, 2006 maybe as an experiment. i should try importing an ALO with the W3d importer.. by renaming it :/just as an experiment http://www.swgbex.com/sig.jpgHehe IA 2 venator
Dante_pff Posted January 31, 2006 Author Posted January 31, 2006 won't work (as a sub-author of one of them), the file struct is different. Founder & Lead RenEvo Software & Design
swgbex Posted January 31, 2006 Posted January 31, 2006 i guess it was worth a try.. nice work BTW http://www.swgbex.com/sig.jpgHehe IA 2 venator
Cain Posted January 31, 2006 Posted January 31, 2006 It will show the model in a window or something ? Nice work btw. Thank you. - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
Dante_pff Posted January 31, 2006 Author Posted January 31, 2006 sure will, did some of the preliminary directx work tonight, getting there, still got some tweaks here and there though... http://www.renevo.com/downloads/eaw/alo_viewer01.jpg Founder & Lead RenEvo Software & Design
Cain Posted January 31, 2006 Posted January 31, 2006 cool btw just stumbled upon sone Petro chat in the xmls - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
swgbex Posted February 1, 2006 Posted February 1, 2006 Well since ur workin on that .. can u tell us an average poly count for lets say a fighter.. or a cap ship or a ground unit http://www.swgbex.com/sig.jpgHehe IA 2 venator
Dante_pff Posted February 1, 2006 Author Posted February 1, 2006 looks like anywhere from 300 (for ground units) to 7000 (star destoryer). Founder & Lead RenEvo Software & Design
Dante_pff Posted February 1, 2006 Author Posted February 1, 2006 although, this is just preliminary... characters are in this formatpiecescollisionshadowmesh for example:rancorright 1/2 of bodyhandsfeetlower jaw (?)collisionand shadowmesh for each part wompratbodyhairshadowmeshcollision Founder & Lead RenEvo Software & Design
Dante_pff Posted February 1, 2006 Author Posted February 1, 2006 ship: Lambdaacollisionshuttle lod1shadow lod1shuttle lod0left wing lod0collsion left wing lod0shadow left wing lod0shield left wing lod0right wing lod0collsion right wing lod0shadow right wing lod0shield right wing lod0collision body lod0shadow lod0shield lod0muzzleflash lod0front flap lod0back flap lod0landing foot left lod0back flap1 lod0front flap1 lod0landing foot right lod0door lod0 with a total poly count around 5000 Founder & Lead RenEvo Software & Design
akulapanam Posted February 1, 2006 Posted February 1, 2006 This is "akula" from before, my lost password site won't let me retrieve it. Anyways, is it possible to save these as a progressive .X file?? Is it possible to import a .X files vertices into a default structure that will allow you to create something along the lines of the corvette? AKA no hardpoints, no complex explosion but just the model?
Juggernaut1985 Posted February 1, 2006 Posted February 1, 2006 You got to be kidding me, the Lambda isn't 5K polys.
akulapanam Posted February 1, 2006 Posted February 1, 2006 I think he might have ment vertices, remember dividing the number of vertices by 3 DOES NOT give you the number polygons.
swgbex Posted February 1, 2006 Posted February 1, 2006 well considering.. thats not just 1 model.. thats like 2 or 3 LOD's meaning.. 1 low poly.. 1 medium poly.. or 1 high poly.. i might be wrong since on the shuttle i only see lod 1 2 or 3 times :/ Also.. thats the ground shuttle right? anyways.. the poly..or verticies count will help a lot with people making their mods. and shooting for the right poly count :/ http://www.swgbex.com/sig.jpgHehe IA 2 venator
Dante_pff Posted February 1, 2006 Author Posted February 1, 2006 thats a close total to the amount of indices in the model (3 sets of numbers that tell the rendering engine how to make a triangle with vertices), so it is kinda the triangle count. what you have to remember is that lod's don't always display all objects in a mesh, for instance, in this one it appears that only the hull is viewable from a distance, where up close all the parts are visible. another thing to remember is there are quite a bit of collision meshes and shadow meshes in there, which help with the total. the actual hull of the ship is around 1700 polys, where as the hull of a start destoryer is around 5k polys. Founder & Lead RenEvo Software & Design
Dante_pff Posted February 1, 2006 Author Posted February 1, 2006 More work on it tonight, got some more items programmed, and some of the d3d optimized. Added a screenshot button for debug, might keep it, might not. So far its looking pretty good, some of my next tasks are applying the effects, but i have some variables i need to set first, so that they are rendered properly. I also need to create a default light, in order for some of the normals etc... that need to be applied to work. Anyway, here is another pic, notice the rancor has his hands and feet, this is 2 different meshes in the same model, took me a bit to get that working lol. http://www.renevo.com/downloads/eaw/alo_viewer02.jpg Founder & Lead RenEvo Software & Design
Cain Posted February 1, 2006 Posted February 1, 2006 Cool man ! Thx. How is the import / export option going? And do you think you will be able to do an EawEd ? I mean a full general editor where you can edit the galaxy, the planets, the units, characters powers, change just a texture with as imple import export, etc. - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
Zer_Teron Posted February 1, 2006 Posted February 1, 2006 Name it ImpEd, since the other one was RebEd ;D http://img20.imageshack.us/img20/3488/zersigef1.jpg
Dante_pff Posted February 2, 2006 Author Posted February 2, 2006 Cool man ! Thx. How is the import / export option going? And do you think you will be able to do an EawEd ? I mean a full general editor where you can edit the galaxy, the planets, the units, characters powers, change just a texture with as imple import export, etc. still quite a bit of work to do on the model before i can even get to the import/export code. As far as the full on editor goes, probably will end up doing that eventually, already planning on an xml editor, this just distracted me for the time being. Founder & Lead RenEvo Software & Design
MajorPayne Posted February 2, 2006 Posted February 2, 2006 Fine work Dante. Truely fine work. It'll be ideal if you can get an exporter created.......
Teradyn_pff Posted February 2, 2006 Posted February 2, 2006 If Delphi or anyone else reads this from Petroglyph, please let LA know that the fans will be making our own editors, importers, exporter, etc, therefore it would be better for the integrity of the game and the mods if LA allows Petroglyph to release the tools that they want. I think that if anything, this argument's possible success due to the work you have done, Dante, is a better contribution than the actual converter(s) you build. Thank you very much. My Death Star is bigger than your Death Star!"The XML is strong with this one!"http://miniprofile.xfire.com/bg/bg/type/0/teradyn.png
Stellar_Magic Posted February 2, 2006 Posted February 2, 2006 Is it just me or are the mod teams going to have to scratch all their capital ship models... None of them are designed with EAW's damage system in mind where hardpoints are seperate but attached models. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
Teradyn_pff Posted February 2, 2006 Posted February 2, 2006 There might be some modifications necessary, but when you think of something like the SSD done by LOW, making holes in the model structure to insert hardpoints will not equate rebuilding the entire thing, especially the complex city structure. The hardpoints themselves as models don't need to be different for each iteration, just for each type... and that itself may be just copying for things like the ion, turbolaser and laser cannons. The design of future models may want to take this into account and make a basic structure and have the rest of the ship built as extensions of the hardpoints though. Imagine irregular explosions and pieces breaking off instead of the uniform way they break off of an ISD for example. My Death Star is bigger than your Death Star!"The XML is strong with this one!"http://miniprofile.xfire.com/bg/bg/type/0/teradyn.png
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