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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: aldo_14 on July 26, 2002, 05:44:08 pm

Title: 3d models for loadout screen?...and...
Post by: aldo_14 on July 26, 2002, 05:44:08 pm
Just thinking.... could the actual pof models be used for the ship / weapons selection anis instead of the current system, ala the ships database.

Because a good ful-motion ani takes up ~9 to 10MB in my experience, this could really help with mods/campaigns.

also, where is the size (in pixels & frames) of the loading ani defined?  I want to enlarge this, so I can make sommat neat ;)

I just Borland, so hopefully I can actually compile some stuff and muck about :D

(edit)
Oh.... and I wonder if an extra hud ani can be made - effectively a fighter cockpit image (ok, crude, but may look neat), possibly with 1+ extra frames so change it when it's damaged (?)
Title: 3d models for loadout screen?...and...
Post by: IceFire on July 26, 2002, 06:29:34 pm
Quote
Just thinking.... could the actual pof models be used for the ship / weapons selection anis instead of the current system, ala the ships database.

Oh god that would be VERY HELPFUL!
Title: 3d models for loadout screen?...and...
Post by: RandomTiger on July 26, 2002, 07:41:34 pm
Are there models of the weapons to use?
Title: 3d models for loadout screen?...and...
Post by: Grey Wolf on July 26, 2002, 09:56:22 pm
No, but wouldn't take much work to make them.
Title: 3d models for loadout screen?...and...
Post by: IceFire on July 26, 2002, 10:09:19 pm
That would also be useful.  We could do something about the background to make it more interesting to look at as well.
Title: 3d models for loadout screen?...and...
Post by: Sesquipedalian on July 26, 2002, 10:18:08 pm
It shouldn't take much work, either.  The techroom already uses the pof for displaying the ship, so not a whole lot of new code will need to be written (I suppose).

The downfall of this would be that the full sequence of drawing the ship's outline on the green grid and then having it rotate down onto and angle before spinning would be lost.  (Of course, we won't be losing much, since no one ever makes full motion ANIs for this anyway.)  Perhaps we could at least put a green grid background in for the pof to be rendered over top of.

It would also be nice if some lights could be added to the in-game render for this thing, so that the pof would still glow green on the bottomside when spinning on the grid.

Great idea, Aldo! :yes2::D:yes:
Title: 3d models for loadout screen?...and...
Post by: Bobboau on July 26, 2002, 11:04:45 pm
"Of course, we won't be losing much, since no one ever makes full motion ANIs for this anyway."

ah... ya, you'd have to be a , uh, real idiot to waist all that, time hehe :D

honestly I'd like this myself
Title: 3d models for loadout screen?...and...
Post by: DTP on July 26, 2002, 11:28:57 pm
The code for having a spinning ship already exits in the tech room code. should be a rather trivial mather of getting it into select ship screen. but maybe its harder than that.

maybe i will look at it.
Title: 3d models for loadout screen?...and...
Post by: aldo_14 on July 27, 2002, 09:49:13 am
Quote
Originally posted by RandomTiger
Are there models of the weapons to use?


some....for the missiles methinks.

The code for the techroom is for a slightly bigger window...which may complicate stuff.  But i think it's possible...kinda why i suggested it ;)

tehre's also the code for the 3d ship popups in the briefing section, as well....another thing could be adding something similar for the actual command briefings - for any cb's where a new ship is being introduced..... dunno how you'd incorporate this, though. (maybe checking filename extensions then either going into the preexisting draw ani code, or a new display pof code?)
Title: 3d models for loadout screen?...and...
Post by: Sandwich on July 29, 2002, 05:06:36 pm
Quote
Originally posted by Sesquipedalian
The downfall of this would be that the full sequence of drawing the ship's outline on the green grid and then having it rotate down onto and angle before spinning would be lost.  (Of course, we won't be losing much, since no one ever makes full motion ANIs for this anyway.)  Perhaps we could at least put a green grid background in for the pof to be rendered over top of.


If you manage to duplicate that reported FS1 Glide rendering codde that made ships have glowing sections, you wouldn't even need to miss out on the grid: make a simple 3D grid, colored green (think jumpnode) and have it glow. :D
Title: 3d models for loadout screen?...and...
Post by: aldo_14 on July 29, 2002, 05:22:13 pm
Quote
Originally posted by sandwich


If you manage to duplicate that reported FS1 Glide rendering codde that made ships have glowing sections, you wouldn't even need to miss out on the grid: make a simple 3D grid, colored green (think jumpnode) and have it glow. :D



It's only a grid..... anyway, isn't the main missing bit the blue grid that gets 'filled' in at the start?

i seriously doubt anyone will really care the 2 grid effects are removed, though.
Title: 3d models for loadout screen?...and...
Post by: WMCoolmon on July 29, 2002, 06:15:09 pm
It would be nice to have though, so that you'd just need the ship POF to be imported in the game and Freespace 2 would load it automatically.
Title: 3d models for loadout screen?...and...
Post by: Bobboau on July 29, 2002, 07:28:56 pm
I don't think the grid thing would be that dificult to do, if we realy wanted to do it
Title: 3d models for loadout screen?...and...
Post by: DragonClaw on July 29, 2002, 07:42:20 pm
But again there has to be a choice between the two... I've already made full motion loadout anis for OtT with the grid... so, it wouldn't be nice to FORCE it to use POFs :p
Title: 3d models for loadout screen?...and...
Post by: LtNarol on July 29, 2002, 07:59:51 pm
I know this would require a lot of work, but wouldn't it be possible given the people we have here to make the thing render the blue grid and filling in by using the fighter's wireframe? then do the rotate down before the spinning?
Title: 3d models for loadout screen?...and...
Post by: penguin on July 29, 2002, 10:08:50 pm
Quote
Originally posted by RKIF-DragonClaw
But again there has to be a choice between the two... I've already made full motion loadout anis for OtT with the grid... so, it wouldn't be nice to FORCE it to use POFs :p
Simple solution: if there's no $Ship_anim (or it's empty) we draw the POF...

More complicated for weapons... We can use the missle POF if there's no $Anim in the weapons.tbl, but since primaries have no POF, we're kinda stuck...
Title: 3d models for loadout screen?...and...
Post by: Sandwich on July 30, 2002, 05:32:22 am
Quote
Originally posted by penguin
More complicated for weapons... We can use the missle POF if there's no $Anim in the weapons.tbl, but since primaries have no POF, we're kinda stuck...


Can you say: "Extremely sucky 'LOD' on those missile POFs"?? :doubt:
Title: 3d models for loadout screen?...and...
Post by: Nico on July 30, 2002, 06:37:00 am
Quote
Originally posted by sandwich


Can you say: "Extremely sucky 'LOD' on those missile POFs"?? :doubt:


I can, look:
"Extremely sucky 'LOD' on those missile POFs"
easy, hey? :D
Title: 3d models for loadout screen?...and...
Post by: IceFire on July 30, 2002, 07:58:42 am
No no....for weapons we make up higher poly versions for the display.

Its just that making a model and putting a texture on it seems to be a bit easier in my book than making the model, putting texture on it, and then rendering the thing.
Title: 3d models for loadout screen?...and...
Post by: Inquisitor on July 30, 2002, 08:21:42 am
Sounds like we have our first art related task.
Title: 3d models for loadout screen?...and...
Post by: Sandwich on July 30, 2002, 09:13:09 am
Quote
Originally posted by Inquisitor
Sounds like we have our first art related task.


So we're all agreed? Tech room display will, if specified, display a pre-rendered ANI of the object. If not, it will hook into the 3D engine to display the object over a green grid, with appropriate camera movements, etc. This means that someone will have to model/texture some decent versions of all the player weapons in the game.

Or..... (;7) I wonder if we could manage to convince DaveB to get his hands on the original models that :V: used render those tech ANIs... ;7 ;7 ;7
Title: 3d models for loadout screen?...and...
Post by: Inquisitor on July 30, 2002, 09:19:35 am
Well, the artists in the community have been chomping at the bit to do something.

I vote we let 'em ;)
Title: 3d models for loadout screen?...and...
Post by: Nico on July 30, 2002, 10:30:16 am
Quote
Originally posted by sandwich


Or..... (;7) I wonder if we could manage to convince DaveB to get his hands on the original models that :V: used render those tech ANIs... ;7 ;7 ;7


that were the ingame models with reflection and self ilum maps if I'm not mistaken.
Title: 3d models for loadout screen?...and...
Post by: Sandwich on July 30, 2002, 10:41:50 am
Quote
Originally posted by venom2506


that were the ingame models with reflection and self ilum maps if I'm not mistaken.


No way - the in-game models have very low polyconuts, and those used for the ANI's were, well... production-quality! :p
Title: 3d models for loadout screen?...and...
Post by: Bobboau on July 30, 2002, 05:18:45 pm
he's talking about the models used for the weapons animations venom, not the ships
Title: 3d models for loadout screen?...and...
Post by: Nuke on July 30, 2002, 09:09:42 pm
i always make a quickie model of my weapon for my renders on my "official nukemod" weapons (which can be seen if you downloaded my mod). i use flat shading mostly, some very simple textures.

since alot of people just do single frame ani files for there ships and weapons, could we also be able to use pcx files instead of anis. when freespace sees a *.pcx file attached to the animation tag, it loads it, and omits the little sound effect. or you can have a fade-in effect and keep the sound.

for the 3d effect you could overlay it over a generic moving  grid aiumation (render a grid that rotates the way the normal ani does except with out the ship and scan effect). you can then sync the movment of the model with the generic animation to produce a similar effect to the one in the freespace animations. i dont know how difficult it would be to get a ship to render on top of an animation, but its worth a try.