I've used max, xsi and Maya. XSI is definatly the easiest and fastest package.
tristangoodes
btw, xsi doesn't cost thousands, it is 500 haha
I'll have to test it with the mod tool.
what did you need eet?
The UI was designed to take up as little screen space as possible. The UI is also hide-able. Also, most people play at higher resolutions. Even those with less than spectacular computers. I don't see this being an issue at all.
you have to research it
I thought the glowing asteroid thing was fixed?
I moved to Vancouver 10 years ago.
Born in South Africa. HAHA
Am I the only one who finds it amusing that people are saying we need a campaign to make the game more replayable? When in fact, Campaigns would be the only scripted thing in the entire game making it a one off thing. LOL Anyway, Blair has said before that sins Skirmish isn't a standard skirmish. Why not wait and see till you make judgments.
easy, but expensive for the models, shaders as well as time. Each model would require a refit of it's UV's.
A UV is a coordinate system that tells each vertex where it sits on a texture map. Thus allowing us to paint textures. UV's are totally customizable. However, a vertex can only have one coordinate per UV projection. This means that if you were to have two different types of unwraps you need 2 different types on uv's. I'm under NDA, there were reasons for doing this on the planets. If you are using max I'm not sure you can export 2 sets of UV's successfully.
2nd set of uv's is for the planet clouds. There are no bump maps on planets in Sins. We used spec maps to fake it instead. Gave better results. Also, it's a diff shader, so the planet DA map is different to. to make it 10000 units, make a sphere that size in max or whatever software you are using and match your model to it.
DXT 1 I believe doesn't have an alpha. Use another program. We used the photoshop plugin from nvidia
planets use a different shader and requires 2 sets of uv's. The planet has to be about 10000 units big i believe, I don't remember off hand
Colour map(DXT5) RGB- Colours A- Spec Data (DXT3with alpha) R- team (white = team colour area) G- SI (white = light spots) B- Reflection (black = no reflection) A- Bloom (black = no bloom) Normal map use dxt normalmap compression. set to tangent space normal map If the model glows it means you either don't have an alpha on your data map, or your alpha is white.
I havn't done any testing with 3ds max. I havn't been able to find an equivalent. sorry:( I have looked, I'll have to have another look soon. I'm pretty sure it's there
Sounds like a tangent issue for sure man.[quote] The Sins normal maps are identical to a standard normal map made using the nvidia dds plugins for photoshop. The only difference is sins uses grayscale. Ill post some better shots of the mesh errors later (ill have to re-convert my models on my laptop cause i have no access to my desktop at the moment). It seems like the vertices unweld at the texture seems, and the lighting looks like it is coming from the wrong direc
you are missing the alpha channel on your data map, alpha adjusts the bloom. Nvidia cards by default say it's black so no glow. ATI cards say it's white so full glow.
well, to me it sounds like a tangent issue, as the files in the game have valid tangent info.
you guys may experience problems with your models normal maps and colouring if you haven't created proper tangent maps before export.
one issue with adding colour values to the models is it will fight with some of the team colours. Purple and green will not go together for example.
since we are at it can we compare Company of heros to the graphics in say Call of Duty? No, we can't. I can look at the models and eve and tell you right out their geometry limits are a lot higher than they are in sins. It's not due to any quality issues coming out of the art department. Give a modeler at ironclad a 10000 poly limit, I'm sure they'd produce some steller results. This is an RTS guys. It's a game that is running off your computers, not game servers. Everything in the gam
oh gosh...
I don't want to argue with you. I do and have worked in editing before. You've made a simple act of someone (myself) saying you should use a default codec. which you arn't using due to the fact I have to download VLC just to play the thing. Thus making it not default. Quicktime is far more default that VLC. And has codecs that run on both windows and mac. If you're to provide an unstandard codec like you have, provide something that people can use as well. Install