[Official] Behind the scenes
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Do you use a single global envmap (like in the x3 engine), or are they region/polygon group/objecy-specific, and perhaps updated dynamically (every racing game ever, just for the few cars because it's quite the performance cost to render them each frame I guess)?linolafett wrote:Jep, the shadow calculation is not working correctly in interiors, also the same issues with the environmentmap, you would see the universe in the reflections, even when you are in an airvent.Lwerewolf wrote: So rendering the big indoor environments with windows makes it so that the shadow maps eventually clip through or something?
Also, Blender!!!
What's the team's take on it
Just the whole light in open interiors would look broken.
I love Blender, the rest is using 3dsMax
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I guess those ships are some kind of reaction to the community when some complained "Spaceships have to be vertical [because of some obviously fundamental science reasons]!"?
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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
/l、
゙(゚、 。 7
l、゙ ~ヽ /
じしf_, )ノ
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Thank you.
This is very very interesting to me. Thank you for taking the time to explain how you do this.
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Another quick question (just in case all the previous weren't enough
): when you setup a model for use in game, placing weapons, turrets and such, can you also change their values and parameters (like damage, speed, visual effects, etc), or do you just link them through a database and these are hard-coded elsewhere?
I ask this because an Italian user asked if it was possible to change the Sucellus IHC to behave more like a proper rail-gun (that is, an almost insta-hit bolt with some fancy trail left behind
)...since I see reports from 3.0b of the K having its weapons heavily pimped up, I don't know if it's possible to do this, or half the game code needs to be rewritten 

I ask this because an Italian user asked if it was possible to change the Sucellus IHC to behave more like a proper rail-gun (that is, an almost insta-hit bolt with some fancy trail left behind


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Aken_Bosch wrote:Another quick question (just in case all the previous weren't enough): when you setup a model for use in game, placing weapons, turrets and such, can you also change their values and parameters (like damage, speed, visual effects, etc), or do you just link them through a database and these are hard-coded elsewhere?
I ask this because an Italian user asked if it was possible to change the Sucellus IHC to behave more like a proper rail-gun (that is, an almost insta-hit bolt with some fancy trail left behind)...since I see reports from 3.0b of the K having its weapons heavily pimped up, I don't know if it's possible to do this, or half the game code needs to be rewritten
Interested as well, if we can turn the Sucellus into a railgun ship.....
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+1StormMagi wrote:Aken_Bosch wrote:Another quick question (just in case all the previous weren't enough): when you setup a model for use in game, placing weapons, turrets and such, can you also change their values and parameters (like damage, speed, visual effects, etc), or do you just link them through a database and these are hard-coded elsewhere?
I ask this because an Italian user asked if it was possible to change the Sucellus IHC to behave more like a proper rail-gun (that is, an almost insta-hit bolt with some fancy trail left behind)...since I see reports from 3.0b of the K having its weapons heavily pimped up, I don't know if it's possible to do this, or half the game code needs to be rewritten
Interested as well, if we can turn the Sucellus into a railgun ship.....
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Single environmentmap for a scene. Thats why open interiors wont work well.Lwerewolf wrote: Do you use a single global envmap (like in the x3 engine), or are they region/polygon group/objecy-specific, and perhaps updated dynamically (every racing game ever, just for the few cars because it's quite the performance cost to render them each frame I guess)?
Damage values can be changes in the database, very simple stuff. Changing the effects not so muchAken_Bosch wrote:Another quick question (just in case all the previous weren't enough): when you setup a model for use in game, placing weapons, turrets and such, can you also change their values and parameters (like damage, speed, visual effects, etc), or do you just link them through a database and these are hard-coded elsewhere?

We have some insta laser beam weapons, why not use those?
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*makes grabbing motions with hands*Earth ultimatum IV. wrote:linolafett wrote:I am currently just hiding more crates and new hackingpanels in ineriors. Worth it to write something about that?
YES, and include as many pictures as possible, from some new interiors.

Editing posts since long before I remember.
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I wont show the teladi interior!
So ill use the OL interiors as an example
The interiors consist out of modular pieces. They usually follow the rule of being in a grid of a multiple of 2.5m (2.5m/5m/7.5m/10m). In addition to that, they have small snap points outside of the player visible geometry, to be able to smap them together without using a grid.
[ external image ]
Here is a silgle part, its a t-section of the omicron lyrae interior.
After such a part is modeled, it will be exported and a dummy "containerfile" will be created. We will use this dummy later on.
[ external image ]
Here is a screenshot of our document, where all Assets are saved, for a quick search and an easy display for us in the office.
As you can see you need quite a lot pieces to create an interior. Straight corridors, t-sections, crossings, stairs, narrow corridors, corners and variations of them.
[ external image ]
To set up the interiors, i create a new 3dsMax file. I then merge the earlier created Containerfiles via the Macro-browser into the scene. The containerfiles are without any materials, just placeholders for me to see, how the level will look like later on.
[ external image ]
This is how a station Macro then looks like in 3dsMax. Grey are corridors, all detailobjects are orange for a better overview and the bluish things are the animated doors. Green cubes are connections, where either crates or characters will be dynamically placed on. The red blobs are the Decocharacters, which can not be interacted with (soldiers for example).
[ external image ]
This stationmacro then will be exported into our Database. I define if its an open platform and which kind of environmentmap it shall use.
Export the Macro from the Db into the game to see if everything works.
This interior then will be connected to a exterior plattform, otherwise there would be no way to reach it in the game.
[ external image ]
This is our test world with every plattform we have avaliable. So there i can very quickly test all interiors, if they work as expected.
This is the very rough platform workflow we have here. Hope this answers some questions, if you have any, ask away, as usual
So ill use the OL interiors as an example

The interiors consist out of modular pieces. They usually follow the rule of being in a grid of a multiple of 2.5m (2.5m/5m/7.5m/10m). In addition to that, they have small snap points outside of the player visible geometry, to be able to smap them together without using a grid.
[ external image ]
Here is a silgle part, its a t-section of the omicron lyrae interior.
After such a part is modeled, it will be exported and a dummy "containerfile" will be created. We will use this dummy later on.
[ external image ]
Here is a screenshot of our document, where all Assets are saved, for a quick search and an easy display for us in the office.
As you can see you need quite a lot pieces to create an interior. Straight corridors, t-sections, crossings, stairs, narrow corridors, corners and variations of them.
[ external image ]
To set up the interiors, i create a new 3dsMax file. I then merge the earlier created Containerfiles via the Macro-browser into the scene. The containerfiles are without any materials, just placeholders for me to see, how the level will look like later on.
[ external image ]
This is how a station Macro then looks like in 3dsMax. Grey are corridors, all detailobjects are orange for a better overview and the bluish things are the animated doors. Green cubes are connections, where either crates or characters will be dynamically placed on. The red blobs are the Decocharacters, which can not be interacted with (soldiers for example).
[ external image ]
This stationmacro then will be exported into our Database. I define if its an open platform and which kind of environmentmap it shall use.
Export the Macro from the Db into the game to see if everything works.
This interior then will be connected to a exterior plattform, otherwise there would be no way to reach it in the game.
[ external image ]
This is our test world with every plattform we have avaliable. So there i can very quickly test all interiors, if they work as expected.
This is the very rough platform workflow we have here. Hope this answers some questions, if you have any, ask away, as usual

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