Please ask your basic (newbie) questions in here. - by scumble
havoc211 on 24/6/2008 at 16:42
Ok, all is well in mudville after 2 days of tearing the house apart looking for my install sets, running imagecfg on everything that moves, installing everything under the sun.
Two days off and most of it so far has been to accomplish this much.
I found my 3ds install set.. it was 5.0. Luckily, Autodesk had the 5.1 update and the SP1 upgrade both still on thier site. Been to Nvidia and now have the tshirt for that set of install woes from them.
Photoshop did not want to take the dds plugin. After a stern beating.. she's working. Exported my first DDS file a little bit ago to a huge sigh of relief. Now just have to figure out how to dump it into a lib file and I think I'll have found my stride.
Did a lot of reading overnight too.. I may be approaching knowing 1/2 of 1 percent of what I need to; but, should make 1 percent soon :)
Ziemanskye on 24/6/2008 at 17:42
There's a lot less to this than you might think, unless you do actually do try to make the conversion tools we could really do with having.
And you don't strictly need Photoshop for this, there's DDS tools for most things, and command line versions in a few places, but currently, Max 5/5.1 is sort of non-negotiable if you want to make your own custom content.
Beleg Cúthalion on 24/6/2008 at 19:03
(
http://eliteforce2.filefront.com/file/DDS_Converter;29412) DDS-Converter for instance.
Oh, and I had one more freeze yesterday when I was supposed to be in bed already, far away from any suspicious patrol. But left aside that it only makes the patrol issue an indirect cause, it told me...nothing. :erg:
havoc211 on 24/6/2008 at 22:12
Quote Posted by Ziemanskye
There's a lot less to this than you might think, unless you do actually do try to make the conversion tools we could really do with having.
And you don't strictly need Photoshop for this, there's DDS tools for most things, and command line versions in a few places, but currently, Max 5/5.1 is sort of non-negotiable if you want to make your own custom content.
Well, now that I have ps installed, you tell me lol.. just kidding. I used to use ps quite a bit; but, haven't had a real need for it, so it's stayed in the box collecting dust since my old place burnt down. That's been a little bit.
3ds is givng me fits though. Been fighting with it for hours and think I finally localized the problem. Imagecfg apparently is tripping the licence manager and then won't allow the app to run at all. I played with it and it worked fine until I ran the affinity tool then it exploded on me again. After that, Windows decided that moving to a dual core processor and main board was too much of a recent change or something so now I have to reg windows ... AGAIN. I keep asking myself why I haven't installed Fedora Core. MS SUCKS. Anyway, gotta reg and try a reinstall again and see if I can limit affinity through taskmanager without crashing max. If not, I'm pretty well sunk there. Only have one machine in the house that isn't a 5600 dualcore and it's a bleatin junk intel celeron with shared graphics mem.. ok, I got it because it was practically new and the guy wanted 50 bucks for a 2.5 ghz machine. Good web browsing box. Lame otherwise lol.
What was that about building utilities? rofl. Maybe I should just break out my old borland 5 package and punt?
havoc211 on 25/6/2008 at 10:29
Ok, see what you think. Question involved.
(
http://img156.imageshack.us/img156/1227/counter1zj8.jpg) Counter-1
(
http://img157.imageshack.us/img157/6590/counter2vb1.jpg) Counter-2
..This is my kitchen counter. It's functional; but, it's expensive to the map size. I started with a map size of 486k
This is the third attempt at construction.
My first go round approached it using individual planes added
and cutout to fit together. That pushed my mapsize to almost 1800k. This go round I used a single poly with two
cutouts in the sink area, another added poly for the counter
top, and another for the sink. The counter has one cutout. The sink has two. With the four doors added in, Map size is currently 1030k.
Is this typical of the system? Some of the static meshes are far more involved, seemingly. Should I use a mesh to do this? I'm using 3 textures right now.
Anyway, off to take another more slimmed down poke at this.
Update:
(
http://img187.imageshack.us/img187/3685/counter3po9.jpg) Counter-3
This is the same layout without the cutouts for the space under the sink.
It uses a single poly for the main counter, 2 poly cutouts for the countertop lip, 1 poly for the sink with 2 more cutouts.
And finally six poly doors added back to the cutout area in front.
This gets my map size down to 978 but leaves a noticeable floor and wall seam.
The plumbing not being there is part of the story line, so; I'm not terribly worried about it. But those seems I need to deal with
or find another approach.
My initial thought was to kick it back from the wall front and back by 1 grid. I actually did that.
It increases my map size to 1005. I also tried using built in meshes in odd situation and adding
a countertop to them and sink. I lose the seams but, I still end up at 979 on my map size. And
I inherit a problem of doors that don't match. So, looks like I've reached the end of work on this
for the moment.
Ziemanskye on 25/6/2008 at 18:08
Map filesize (especially the unr file) really isn't something to worry too much about in this. A compiled *.ibt file for the level will be 50-100Mb after all, and the *.gmp file should be smaller than the *.unr you're building from anyway, since it's the same thing but without all the overhead of the editor-readable gunk
But I have to ask - is that all BSP work? BSP is expensive to the file size, where a static mesh is basically a point in space and a name for the object to place there. If you want to build it with BSP though, I'd recommend doing this: build it in an empty box area (not touching anything), texture it as you want, then make the builder brush bigger than the whole thing and Intersect. Put the funky shaped builder brush in at the place you want the object, and Add Special - and set it for additive Semi-Solid. That'll stop it from ripping up the space quite as much, so it should look a little neater, and cause fewer problems later on.
It's also a *really* bad idea to do complicated things like that with BSP - after a while you'll find yourself with dead-space areas you just can't build in, missing faces, BSP-holes and other ickiness: the flesh renderer is really not so hot at BSP work, but smeshes, well, they don't cause holes in the world. And you can have upto about 10,000 triangles per mesh (I'm currently making entire building exteriors in about 2000-3000, so that's plenty for most things), and you can fill the screen with them if you want. Still cost's you elsewhere, but it causes less problems overall.
havoc211 on 25/6/2008 at 22:13
Quote Posted by Ziemanskye
Map filesize (especially the unr file) really isn't something to worry too much about in this. A compiled *.ibt file for the level will be 50-100Mb after all, and the *.gmp file should be smaller than the *.unr you're building from anyway, since it's the same thing but without all the overhead of the editor-readable gunk
But I have to ask - is that all BSP work? BSP is expensive to the file size, where a static mesh is basically a point in space and a name for the object to place there. If you want to build it with BSP though, I'd recommend doing this: build it in an empty box area (not touching anything), texture it as you want, then make the builder brush bigger than the whole thing and Intersect. Put the funky shaped builder brush in at the place you want the object, and Add Special - and set it for additive Semi-Solid. That'll stop it from ripping up the space quite as much, so it should look a little neater, and cause fewer problems later on.
It's also a *really* bad idea to do complicated things like that with BSP - after a while you'll find yourself with dead-space areas you just can't build in, missing faces, BSP-holes and other ickiness: the flesh renderer is really not so hot at BSP work, but smeshes, well, they don't cause holes in the world. And you can have upto about 10,000 triangles per mesh (I'm currently making entire building exteriors in about 2000-3000, so that's plenty for most things), and you can fill the screen with them if you want. Still cost's you elsewhere, but it causes less problems overall.
Thanks for that. That's exactly what I needed to know.
If space isn't a huge issue, then I'm good for the moment with the bsp build. I wouldn't mind a mesh to dress it up a little more; but, I'm a little burnt on it for the moment lol.
Someone mentioned rope arrows recently. I'm a little puzzled. Has anyone noticed that the class is defined in the
gamesys file? It looks to have had at least part of its data removed (mesh?), but:
classname: <string=t_RopeArrow>
Class: D_79
...looks like there's more data in there to collect. I didn't see a helptext string defined; but, I ran through pretty quickly. There also seems to be scripting support for it.
How long has it been since anyone looked at it?
Beleg Cúthalion on 26/6/2008 at 18:30
(
http://www.ttlg.com/forums/showthread.php?t=100387&) Two years ago as far as I know. What came out in Krellek's Labyrinth looked like (
http://jayb.ath.cx/Eidos/TDS_Seilpfeil.wmv) that (minor spoilers, I made one or two cuts because of the demo effect – these invisible ladders are difficult to climb; server may be offline during the night in Europe). Just ask the forum for rope arrows and it will show you some of the earlier threads. My latest idea about that, by the way, was to make the ladder rope-textured to create a rope ladder which would be easier to get on.
havoc211 on 26/6/2008 at 19:44
Quote Posted by Beleg Cúthalion
(
http://www.ttlg.com/forums/showthread.php?t=100387&) Two years ago as far as I know. What came out in Krellek's Labyrinth looked like (
http://jayb.ath.cx/Eidos/TDS_Seilpfeil.wmv) that (minor spoilers, I made one or two cuts because of the demo effect - these invisible ladders are difficult to climb; server may be offline during the night in Europe). Just ask the forum for rope arrows and it will show you some of the earlier threads. My latest idea about that, by the way, was to make the ladder rope-textured to create a rope ladder which would be easier to get on.
Gotcha. I did a search through the binary with a hexeditor. Looks like there was an easier way to find the info.
Hmm. Read through both threads. I didn't see it mentioned, but did anyone think to make circular rungs attached at the centermast and showing only the center mast? Would give you the rung element, make it frobable from 360 degrees... just a thought. I'm new to 3d construction; but, critical thinking is my strong suite.
Doesn't look like they were far from solving the problem. Just seems they gave up too quickly. Some of the discussion seemed to portray to me a lack of *grasp* if you will. Everyone seemed so busy with the physical object "rope" that they didn't *seem* to stop and consider that the physical presentation of the rope was immaterial or secondary. Feel like I'm a kid in the matrix; but, you need an invisible volume that is climbable allowing a 360 degree rotation around the cylindrical "solid" with a visible meshed "rope" running through it. The rope is for appearance. The construct is the issue.
The best thinking that I saw was the person that remarked on making it a climbable surface.
To me, if you could give Garrett the proberties of the climbing gloves (if it's not just a prop ..haven't looked) You could dispense with wall climbing or simply turn the gloves into a prop that must be worn (if they do have properties applicable to task), and limit to rope climbing and using the climbable surface on a solid invisible cylindrical wall mesh.. with a rope running through it of course.. lol
Again, talking in terms where I'm not fully capable. It's been a long time since I did any modelling and that only a whim. I'm an artist, not a 3d modeller. Any of this make sense to you? Is it practical? I feel a bit in the dark on the
modelling aspects; but, talking through it might help bring some more ideas to light .
To me it would seem the starting point might be to find the smallest surface Garret can climb (width), rotate that into an 8 plus sided column and see if he can climb up and around it. If that works, the next step would seem to be to find out how tall a solid garrett can climb or if he can climb multiple short solids linked together like a chain of pearls
---[]-[]-[]-[]-[]-[]-[]-[]----
That's kindof crude and on the horizontal; but, should illustrate the concept. For sake of animation, garret would seem to hold the center "rope" and it would be modeled that way.
The solids would be transparent and "climbable". Not sure on the scripting entirely; but, I'm
also not entirely pleased with the script system. Poor design IMHO. What kind of system gives
you logical operations with no "if/else" option. The power of the script language would increase
monumentally with that one feature added. But, what do I know rofl.
Also, there is a rope hanging from the bell in the hammerite Cathedral that could be looked at for some practical experimentation. And is there a weighting system in the physics engine that might employ gravity to pull a rope down vertical by means of attaching a weight to the off end? Don't know what all was tried and monkeyed with; but, ideas just keep coming..
Anyway, perhaps this could provide a fresh set of eyes and direction? Any comments? Ya'll have my leave to be brutal. I'm just plumbing the depths here for something we can use. ;) There's always a way.. unless there isn't one lol.