Author Topic: 3D model specification?  (Read 4287 times)

Offline Strip

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Re: 3D model specification?
« Reply #45 on: October 10, 2009, 04:05:07 PM »
You did not think he was going to recommend something viable did you?

Would weed out the weak I guess lol....

Offline saantana

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Re: 3D model specification?
« Reply #46 on: October 10, 2009, 04:46:33 PM »
But but but.. what about the open source alternatives we mentioned?  :old:

I mean, what matters is the resulting format and its result, not what you made it with?

Ofcourse, what you made it with can affect the quality of the result, but that would have to be seen.

More love for the little guys  :D
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Offline FLS

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Re: 3D model specification?
« Reply #47 on: October 10, 2009, 04:48:03 PM »
You did not think he was going to recommend something viable did you?

You got it exactly ass-backwards. Consider that your convenience is not the primary criteria here. HiTech isn't soliciting help and has limited time so he wants you to use and be familiar with the program he already knows. Most developers wouldn't even talk to you.

Offline rabbidrabbit

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Re: 3D model specification?
« Reply #48 on: October 10, 2009, 04:59:47 PM »
It's not about my convenience as I wasn't going to spend my time doing it.  My impression is HT didn't really want to deal with the whole can of worms given how involved something like creating a new plane from scratch was thus threw out the expensive thus unobtainable goal of Multigen.  I can't say I blame him as he would be wasting dozens of hours babysitting those who tried.  That's why I hijacked in the direction of letting guys create game objects that once approved could be added to the library of acceptable map making objects.  It's a much more obtainable goal that would still benefit the company and the community.
« Last Edit: October 10, 2009, 05:33:25 PM by rabbidrabbit »

Offline saantana

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Re: 3D model specification?
« Reply #49 on: October 10, 2009, 05:11:19 PM »
You got it exactly ass-backwards. Consider that your convenience is not the primary criteria here. HiTech isn't soliciting help and has limited time so he wants you to use and be familiar with the program he already knows. Most developers wouldn't even talk to you.

No he was right on the money   :lol
Saantana
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Offline Chalenge

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Re: 3D model specification?
« Reply #50 on: October 10, 2009, 05:41:46 PM »
Thanks Hitech! Great new leads on job openings!  :D
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Offline hitech

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Re: 3D model specification?
« Reply #51 on: October 10, 2009, 05:49:37 PM »
You did not think he was going to recommend something viable did you?

It is what it is, and it is what our structure requires.

HiTech

Offline rabbidrabbit

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Re: 3D model specification?
« Reply #52 on: October 10, 2009, 06:07:49 PM »
No problem at all..   Are you receptive to objects that could be used in the online arenas as well?  I've seen some great work over the years and it would be most welcome to have some variety in the online maps.  It's a pity to see so much hard work relegated to offline maps only.  You guys made some nice strides with the new terrain and water why not enable the community to add more depth?  It seems like a efficient way to add stuff. 

Offline Baumer

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Re: 3D model specification?
« Reply #53 on: October 10, 2009, 06:58:45 PM »
Well it seems perfectly viable, just not practical for me (or most of us I'm guessing) at this time.

But I sure will ask Hitech and Pyro about it at the CON next week!  :)
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Offline mrmidi

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Re: 3D model specification?
« Reply #54 on: October 10, 2009, 07:08:26 PM »
Static objects can created in AC3d and then converted with the object editor.

Such as buildings, static planes, static vehicles, trees, shrubs, and so on.

Of course there are guide lines for creating these things and using them, or submitting them as well.

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Offline hitech

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Re: 3D model specification?
« Reply #55 on: October 10, 2009, 07:10:47 PM »
No problem at all..   Are you receptive to objects that could be used in the online arenas as well?  I've seen some great work over the years and it would be most welcome to have some variety in the online maps.  It's a pity to see so much hard work relegated to offline maps only.  You guys made some nice strides with the new terrain and water why not enable the community to add more depth?  It seems like a efficient way to add stuff. 

They are in many online maps, just not main arena maps. The reason they are not there, it becomes impossible to maintain the main arena terrains with user objects.

HiTech


Offline rabbidrabbit

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Re: 3D model specification?
« Reply #56 on: October 10, 2009, 08:15:12 PM »
Could you explain in what respects?  Is it footprint size? limitations in object counts?  What are the limiting factors?  I'm sure this would make a great topic at the con and probably far easier to explain in person.  The reason I'm asking is just like skins, this looks like a way where the community can truly help you.

Offline mensa180

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Re: 3D model specification?
« Reply #57 on: October 10, 2009, 09:38:48 PM »
While we're on the topic of HT game design, does anyone know what (just out of curiosity) language AH is coaded in?  C?  I've been messing about with Python and got to wondering if a rudimentary flight game could be made.

[/hijack]

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Offline saantana

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Re: 3D model specification?
« Reply #58 on: October 10, 2009, 11:05:59 PM »
While we're on the topic of HT game design, does anyone know what (just out of curiosity) language AH is coaded in?  C?  I've been messing about with Python and got to wondering if a rudimentary flight game could be made.

[/hijack]


C++ and no don't think so, python is mostly for scripts I believe  :headscratch:
Saantana
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Offline hitech

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Re: 3D model specification?
« Reply #59 on: October 10, 2009, 11:47:13 PM »
Could you explain in what respects?  Is it footprint size? limitations in object counts?  What are the limiting factors?  I'm sure this would make a great topic at the con and probably far easier to explain in person.  The reason I'm asking is just like skins, this looks like a way where the community can truly help you.

No I can not, but I can give you a few examples.

We will be changing the way the strat system works soon. To do so we will be moving and replacing factories and possible other objects. With custom objects this becomes a much larger volume of work.

We spend a fair amount of time making sure main arena terrains work. With custom objects it because a very large effort to check things, which would now include things like frame rates, buildings that can be hidden in along with many more.

The things you can change is some texture items.

HiTech