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Posted: Sat Aug 23, 2008 10:20 pm
by Renwood TWA
Myrd any ideas of how the LOD would operate? like it would be just switch out units from high to low res as you zoomed out based on how close the camera's origin point was to all of the units in the viewable area?
or maybe switch units out based on the height of the camera, so as soon as the camera get to a Z axis of say 10 world units or above = low res units. Below 10 world units = high res units.
Making the matching dimensions for units frames would be easy if made from scratch. Would just be higer res versions of the exact same placement that they were rendered in. Something like the low res guy is 100X200 pixles and the high res guy is 200X400.
BTW WHERE IS CARLINHO?!?! havent seen him in a while, im sure swtiching out low res and high res units since hes allready made a bunck of all new collections would interest him.
-Renwood
Posted: Sun Aug 24, 2008 9:15 am
by Death's Avatar
Wait does this unit-res-chainging-with-zoom actually exist / is it planned to exist, or is this just a hopeful request?
Posted: Sun Aug 24, 2008 11:58 am
by vinylrake
Death's Avatar wrote:Wait does this unit-res-chainging-with-zoom actually exist / is it planned to exist, or is this just a hopeful request?
If I read the posts here correctly (not a given) this capability doesn't exist in any current version of Myth (including 1.7), and is not PLANNED to be included in any version, but it is one programmatically possible way of fixing the high-res-units-look-like-crap-at-a-great-distance problem people are noticing in 1.7. Myrd mentioned the possibility of this solution hiliting the serious limitations and issues that this solution would impose - e.g. that it would really only work well for higher res versions of the original Bungie unit bitmaps,. not new 3rd party units.
Posted: Sun Aug 24, 2008 12:49 pm
by Renwood TWA
im referring to the current myth 2 1.7 engine and future myth engines using LOD for units.
and wheres carlinho?!!? ~8^(
Posted: Sun Aug 24, 2008 2:40 pm
by Death's Avatar
Renwood TWA wrote:im referring to the current myth 2 1.7 engine and future myth engines using LOD for units.
and wheres carlinho?!!? ~8^(
Carl is taking a myth break right now.
Hmmm I don't see this anywhere...*will ask myrd*
-DA
Posted: Sun Aug 24, 2008 7:46 pm
by The Elfoid
Given I have read discussions on this topic for years, it's fantastic it appears to be going somewhere.
Old ideas are never wasted!
Posted: Tue Sep 02, 2008 9:18 am
by Fortified Hooligan
For anyone who is interested i continued the original theme of this thread here
http://tain.totalcodex.net/forum/viewtopic.php?t=3988
Ghol vs Ghol myth 2 close up of models box art
Posted: Mon Sep 08, 2008 8:06 pm
by Renwood TWA
I belive this is in fact the Myth TFL ghol model shown and not a myth 2 ghol.
I can tell easy by the cleaver's style.
Ill also post this in the other part of this thread.
Heres the link to the pic hosted on our site:
http://myth4thewindage.com/forum/viewto ... ?f=1&t=153
-Renwood
Posted: Thu Sep 11, 2008 11:14 pm
by Fortified Hooligan
Posted: Fri Sep 12, 2008 4:38 pm
by carlinho
that's really cool!
how can an attack be set up so it has ramdom animations?
or how are you implementing 3 different ways he hits (different animations) with 1 attack?
would like to know so to do so too...hehehe
Posted: Fri Sep 12, 2008 5:58 pm
by Pyro
Using Fear. Take a look at the default heron guard's primary attack. It uses two different sequences for the same attack. The limit is 4, although there are ways to have more at the cost of using more then one attack slot.
Posted: Sat Sep 13, 2008 4:03 am
by carlinho
kool
thxs
Posted: Sat Sep 13, 2008 5:57 pm
by Renwood TWA
Carl...i cant belive you didnt know this...
You really need to work with some other myth creators that have been at it for years and can help you get the greek tagset out before Christmass 2010.
Posted: Sat Sep 13, 2008 7:48 pm
by carlinho
haha
you are right
I guess I didn't go into that fear stage yet
It's more eye candy which I won't at this stage as all I have is that...haha
but that heron guard with broader swords will look amazing
Posted: Sun Feb 01, 2009 6:45 pm
by GodzFire
So, any updates here on anything?