Chessking

Forum Replies Created

Viewing 15 posts - 271 through 285 (of 782 total)
  • Author
    Posts
  • in reply to: Better Textures? #17847
    Chessking
    Participant

    Yes, same here. I was describing the process of hacking a way to import models. All of the things we are talking about are definitely for the future. Right now, I am going to finish up the keybinder.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Better Textures? #18995
    Chessking
    Participant

    Yes, same here. I was describing the process of hacking a way to import models. All of the things we are talking about are definitely for the future. Right now, I am going to finish up the keybinder.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Better Textures? #18991
    Chessking
    Participant

    Interesting…

    Since Limit Theory uses procedural ships, the functionality to use existing models would need to be added. Which means someone needs to have a good understanding of the file format. Also, Josh revealed that modding will be done in Python, which I don’t plan on learning soon. I know that the models can be converted to other files, but the UVs don’t cross over. Back when the subject of UVs cam up, Schmatzler and someone else were doing a re-skin of the dreadnought. It may be necessary to do this with all models to get the textures working on other platforms.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Better Textures? #17843
    Chessking
    Participant

    Interesting…

    Since Limit Theory uses procedural ships, the functionality to use existing models would need to be added. Which means someone needs to have a good understanding of the file format. Also, Josh revealed that modding will be done in Python, which I don’t plan on learning soon. I know that the models can be converted to other files, but the UVs don’t cross over. Back when the subject of UVs cam up, Schmatzler and someone else were doing a re-skin of the dreadnought. It may be necessary to do this with all models to get the textures working on other platforms.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Better Textures? #18986
    Chessking
    Participant

    It’s all very complicated… I probably should not have brought it up. I brought it up to say that after my engine is made, it would be a lot easier to implement graphics improvements than with the existing compiled I-War 2 engine.

    There is a bit more to my plan than I previously mentioned. I base my plan off of Limit Theory. I would use C++ and OpenGL to make the engine. Judging from Limit Theory, it is possible to pull this off in less than thirty years. I feel bad for copying Josh Parnell, but he is the only one who has told me how to make a good game. :S Because of this, I decided that if I make a game, I would not make a space game (except for I-War 3 if possible), but rather a hunting game. Once all of this is finished, Atari may be in a more competitive mood.

    That’s hard. And I’m lazy. Bad combination, so I won’t can’t help with that.

    Strange, I’m too lazy to learn Unity…

    A project that size would be hard, although I can use a lot of the default I-War2 assets this way.

    Just for clarification, would the resulting I-War 3 be sellable, according to your plan? It would be a lot easier to complete that way.

    Back to the original topic of better textures:
    A new model would require new UVs. Even if the model imported correctly, the UVs may not because of the different versions of lightwave. I don’t know though. You will have to try it and see.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Better Textures? #17839
    Chessking
    Participant

    It’s all very complicated… I probably should not have brought it up. I brought it up to say that after my engine is made, it would be a lot easier to implement graphics improvements than with the existing compiled I-War 2 engine.

    There is a bit more to my plan than I previously mentioned. I base my plan off of Limit Theory. I would use C++ and OpenGL to make the engine. Judging from Limit Theory, it is possible to pull this off in less than thirty years. I feel bad for copying Josh Parnell, but he is the only one who has told me how to make a good game. :S Because of this, I decided that if I make a game, I would not make a space game (except for I-War 3 if possible), but rather a hunting game. Once all of this is finished, Atari may be in a more competitive mood.

    That’s hard. And I’m lazy. Bad combination, so I won’t can’t help with that.

    Strange, I’m too lazy to learn Unity…

    A project that size would be hard, although I can use a lot of the default I-War2 assets this way.

    Just for clarification, would the resulting I-War 3 be sellable, according to your plan? It would be a lot easier to complete that way.

    Back to the original topic of better textures:
    A new model would require new UVs. Even if the model imported correctly, the UVs may not because of the different versions of lightwave. I don’t know though. You will have to try it and see.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Better Textures? #18982
    Chessking
    Participant

    I have a very different plan.

    Someday I would like to build my own game engine (with rendering engine). This engine would allow me to make things work exactly as I want them to. Therefore, if you want normal mapping in the game, I can add normal mapping to the game. Considering I have written 0 lines of code for the engine, consider this worth a grain of salt…

    I also have a plan regarding copyrights. Atari is really slacking in good game output, especially in the space-sim genre. The Roller Coaster Tycoon series is the best that I’ve seen on their site. Perhaps they would listen to a beautifully rendered trailer, with its own engine, a fighting chance in the space-sim genre, and a couple of good programmers willing to make a deal. From what I hear, there are quite a few people out there with memories of I-War.

    Anyways, it would still be useful to import proper UVs from lightwave for something like this… 🙁

    If you get into I-War 3 in Unity full swing, let me know. I can probably help with things like new ship models.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Better Textures? #17835
    Chessking
    Participant

    I have a very different plan.

    Someday I would like to build my own game engine (with rendering engine). This engine would allow me to make things work exactly as I want them to. Therefore, if you want normal mapping in the game, I can add normal mapping to the game. Considering I have written 0 lines of code for the engine, consider this worth a grain of salt…

    I also have a plan regarding copyrights. Atari is really slacking in good game output, especially in the space-sim genre. The Roller Coaster Tycoon series is the best that I’ve seen on their site. Perhaps they would listen to a beautifully rendered trailer, with its own engine, a fighting chance in the space-sim genre, and a couple of good programmers willing to make a deal. From what I hear, there are quite a few people out there with memories of I-War.

    Anyways, it would still be useful to import proper UVs from lightwave for something like this… 🙁

    If you get into I-War 3 in Unity full swing, let me know. I can probably help with things like new ship models.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Better Textures? #17831
    Chessking
    Participant

    I hope you find something useful.

    Speaking of textures, it’s an absolute pity that the game does not support normal mapping. 🙁 It could look stunning if it did so.

    Someday… maybe someday we can make I-War 3, and we won’t have to worry about these problems.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Better Textures? #18978
    Chessking
    Participant

    I hope you find something useful.

    Speaking of textures, it’s an absolute pity that the game does not support normal mapping. 🙁 It could look stunning if it did so.

    Someday… maybe someday we can make I-War 3, and we won’t have to worry about these problems.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Better Textures? #18974
    Chessking
    Participant

    Ah, I see…

    I found a copy of lightwave 5.6 that is for sale (at least I think it is lightwave), but it costs $93.49… better look for that bridge. I found this:Okino. It is expensive as well but has demos.

    One of the projects I would like to do is a paper model of the Storm Petrel. Without something that can properly access the UVs, it would be quite difficult to texture the model. Perhaps this problem can be met with this solution, but according to the Okino description, the UV system was changed the most and may not work.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Better Textures? #17828
    Chessking
    Participant

    Ah, I see…

    I found a copy of lightwave 5.6 that is for sale (at least I think it is lightwave), but it costs $93.49… better look for that bridge. I found this:Okino. It is expensive as well but has demos.

    One of the projects I would like to do is a paper model of the Storm Petrel. Without something that can properly access the UVs, it would be quite difficult to texture the model. Perhaps this problem can be met with this solution, but according to the Okino description, the UV system was changed the most and may not work.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Better Textures? #17824
    Chessking
    Participant

    One of the things required for this is to make the game accept higher resolution textures, yes? I do not know how to do that. I have managed to convert the .iff files into .jpeg. I do not remember if I was able to change them back. If you can get the game to work with the better textures, then we can work together to get the conversion process down, and then generate some backgrounds and other textures. :woohoo: What do you think?


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Better Textures? #18970
    Chessking
    Participant

    One of the things required for this is to make the game accept higher resolution textures, yes? I do not know how to do that. I have managed to convert the .iff files into .jpeg. I do not remember if I was able to change them back. If you can get the game to work with the better textures, then we can work together to get the conversion process down, and then generate some backgrounds and other textures. :woohoo: What do you think?


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    in reply to: Enhancement of Intelligence for Non-player Ships #17819
    Chessking
    Participant

    I don’t see a mod description in-game at all. 🙁 It is okay, though. It can be really hard to get all of the associated files in place before release. I may be close to finsihing the new keybinder, but I still have to write a readme so you guys know how to use it.

    The simplest proof that the mod works is to fly to a station and watch the AI vessels fly at 250 m/s instead of 200. 🙂

    Gotcha. I have only tried it in Instant Action, but I will probably be using it whenever I play.

    I never looked into Future Trader of iFleet much… I remember being able to buy gunstars for your base, though, and that is definitely pretty cool.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

Viewing 15 posts - 271 through 285 (of 782 total)