Hi-Res units ambition.
- William Wallet
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Yes, as stated by Will, there is a limit of 4 animation choices per attack. Most melee units only use one or two per attack, but a bowman uses 3 for its arrow attack. One for attacking units on the same ground level. Another for attacking units on higher ground. The 3rd is for attacking units on lower ground.
Oh and yes I'm sure no one would mind if you started a new thread about the progress of your work. How about in the Map Making Support section and call it by a different name? That is usually the place for things like these.
Oh and yes I'm sure no one would mind if you started a new thread about the progress of your work. How about in the Map Making Support section and call it by a different name? That is usually the place for things like these.
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Hmmm iron....the different sized units highres/lowres in the same game is what some of us are working on for LOD. (level of detail)
So if you zoom in really close its the high res version, and when you zoom out it replaces evreybody with the low res versions.
We have been just toying with the idea, and the images being different sizes and kinda making things go OOS sounds like a problem.....shit maybe it wont work heh.
So it looks like we will have to add not just in game support for swtiching of units resolutions but kind of amber support as well for making the origin points of the units the exact same?
-Renwood
So if you zoom in really close its the high res version, and when you zoom out it replaces evreybody with the low res versions.
We have been just toying with the idea, and the images being different sizes and kinda making things go OOS sounds like a problem.....shit maybe it wont work heh.
So it looks like we will have to add not just in game support for swtiching of units resolutions but kind of amber support as well for making the origin points of the units the exact same?
-Renwood
Peach Out
- iron
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Yes Ren that's basically it. To avoid the OOS there'd need to be some new method of having a collection with larger bitmaps that nonetheless uses the same selection rectangles and object tags as the lo-res unit. In other words, you'd want another scaling value to reduce the size of the bitmaps seperate from the value in the object tag. In theory anyway.
Will, I never had the Bungie unit models - I just had some hi-res renders of them. CIK and (I think) Melekor had the actual unit models plus the software to load them, but I was never the lucky recipient of a DVD with the above - I did ask though, several times Oh, and Blades prolly has them too.
Will, I never had the Bungie unit models - I just had some hi-res renders of them. CIK and (I think) Melekor had the actual unit models plus the software to load them, but I was never the lucky recipient of a DVD with the above - I did ask though, several times Oh, and Blades prolly has them too.
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Ok iron i have been trying to get the tfl models from Dem for years now.
He claimed to have them all on some HD that tookashit.
Some people out there have it.......im sure there are manny of us that would learn power animator just so we could rerender all the bungie myth models in multi angle high res.
We should put some effort into making this happen. the new high res colormaps and new multi angle high res scenery require it!
otherwise you zoom in and the new 24 bit colormaps look awesome...yet the units all look burry compared = lackluster gameplay ambiance.
-Renwood
He claimed to have them all on some HD that tookashit.
Some people out there have it.......im sure there are manny of us that would learn power animator just so we could rerender all the bungie myth models in multi angle high res.
We should put some effort into making this happen. the new high res colormaps and new multi angle high res scenery require it!
otherwise you zoom in and the new 24 bit colormaps look awesome...yet the units all look burry compared = lackluster gameplay ambiance.
-Renwood
Peach Out
- William Wallet
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Ahhh! I see..iron wrote:
Will, I never had the Bungie unit models - I just had some hi-res renders of them. CIK and (I think) Melekor had the actual unit models plus the software to load them, but I was never the lucky recipient of a DVD with the above - I did ask though, several times Oh, and Blades prolly has them too.
So....... who do we have to blow? :/
Okay I got the models but now I'm too dumb to do anything with 'em
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iron, Melekor, and CIK: If any of you guys have ANYTHING, even undone high res units or whatever, just post them.
The best way for this to progress is just put everything out there. I keep hearing about there "is stuff but in certain people's hands". Well that's try to change that instead of all this conjecture.
The best way for this to progress is just put everything out there. I keep hearing about there "is stuff but in certain people's hands". Well that's try to change that instead of all this conjecture.
- William Wallet
- Posts: 1494
- Joined: Tue Mar 30, 2004 9:40 am
- Location: Perth Australia
- Contact:
- William Wallet
- Posts: 1494
- Joined: Tue Mar 30, 2004 9:40 am
- Location: Perth Australia
- Contact:
Well.... if Myth ever winds up well and truly dead, do you think the old models will finally find their way out? I'm wondering what's stopping them from being distributed.
Is it a quality control thing? ie. we don't want every shmuck making crap with them?
I'm curious!
Is it a quality control thing? ie. we don't want every shmuck making crap with them?
I'm curious!
Okay I got the models but now I'm too dumb to do anything with 'em
In theory, it could be possible to programmatically size the collections in code rather than Amber, based on the sizing boxes and ratios for the original collection. But, this would mean that the bitmaps for the new collections would have to be very, very, very, very similar in shape to the original Myth2 ones - no variations allowed other than being high res, or the sizing boxes would be off. This would be especially hard for new unit renders not taken from the original Bungie models.iron wrote:This wasn't possible though, as when you Amber a unit's collection you have to manually drag sizing boxes for each sequence. The boxes would have been larger in the hi-res set, because the bitmaps were larger ... and then there'd be a sizing ratio in the object tag to bring them down to normal Myth 2 size. The trouble with this is that there is no way to 100% guarantee that the hi-res units would end up exactly the same size in Myth as the Bungie units, so in a multiplayer game a person with hi-res would eventually go OOS versus a person with lo-res units. I hope that all made sense
I have a hard time imagining that mapmakers would keep the shape of their new units 'very, very, very, very, similar'. Although I guess if the Myth render engine were taken down this path, AND the shape of the original Myth2 boxes were _clearly_ defined than an updated unit making guide could incorporate that info - which would at least increase the possibility that brand new units wouldn't look like crap in-game.Myrd wrote:But, this would mean that the bitmaps for the new collections would have to be very, very, very, very similar in shape to the original Myth2 ones - no variations allowed other than being high res, or the sizing boxes would be off. This would be especially hard for new unit renders not taken from the original Bungie models.