Support Questions

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DamoclesX
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Support Questions

Post by DamoclesX »

I was just wondering, what does this game support, as in map types, animation, physics , poly/texture limts, that sort.

I find this idea interesting, and was considering maby throwing in some of my things and seeing what can be built

here is a pic of some of my work, this is a low poly model actually ment for another project, but this game seems to say you can create your own world, could be cool

Image
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Fooli
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Post by Fooli »

Nice model :)

Ok: the model format supports:

- one texture per model (at the moment)
- wheel and propeller attached submodels
- vertical and horizontal turret attached submodels
- about six different transparent materials, either for the whole model or for submodels
- about 25 animation states and a vertex animation system
- weapon attach points
- three levels of detail
- lighting options
- double-sided rendering
- prolly more stuff I can't remember after a bottle of wine

We have a proprieatary model format (.atm) that's created from individual or multiple .x or .3ds model files. There's a dedicated model converter prog u can use to do all that stuff. If you need more specific detail, just let me know.

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DamoclesX
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Post by DamoclesX »

Hey nice, thats even more then I hoped for.

I will give it a shot once said collage finals are over next week! See what I can come up with.

I"m kind of more a builder then an actualy player I guess, I really like to model, create, build test, improve, exeriment, that kind of thing lol
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Mit
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Post by Mit »

Sounds like you've come to the right place, damocles. :]
Your model looks neat :). You do the texturing on that urself?
Good modellers and texturers are always in high demand around here, so if you're willing to get your hands dirty doing some stuff then we'll be happy to have you involved in world building and whateva else might interest ya.

A few more details on the questions you asked..

Theres no particular poly limits (actually it may be 65,000 polys per model - but it can be increased if it was necessary) - but because the model has to be downloaded in the game its often best to try to keep em fairly low-poly if possible. (Also helps to ensure the worlds that use your model are playable for people who have low-spec PCs, like me .. ). That said, if you just wanna be creative and arent particularly bothered about making a world thats practical for live-downloads and low-spec users, theres no particular reason you couldnt go completely OTT :].

The physics setup is controlled via world server settings rather than anything related to the model data - and much of it is jus simple or incomplete at the mo - but you can get control enough to make quite an interesting range of vehicles and objects. (that particular model would look great with control mode 21 methinks :] )

good luck with the finals. Get in touch afterwards and we'll get you access to some of the extra tools download links etc.
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Jemrada
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Post by Jemrada »

Sounds good. I will be more and happy to help test these on Sabrada for you if you need to see how they look in a game.
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Mattizme
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Post by Mattizme »

That is a damn good model. I especially like the 'rescue' label and the explosion marks :]

This would work awesome as either a ship in space or a crow for crowmode, looks absolutely class.
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Fudrake
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Post by Fudrake »

That's a nice model!

no matter how hard I try, I just can't get to grips with texturing and mapping and stuff. how do you do that!?!? OK, there's a whole sticky topic there about it, but I just can't seem to make it look nice :(
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