[Official] Behind the scenes

General discussions about X Rebirth.

Moderator: Moderators for English X Forum

StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Maybe more like flying Teladi Eggs?
MOD XR Show Skills

Flying spaceships since 1993.
Lwerewolf
Posts: 229
Joined: Sun, 30. Mar 08, 14:12
x4

Post by Lwerewolf »

linolafett wrote:
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 :)
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.
Just the whole light in open interiors would look broken.

I love Blender, the rest is using 3dsMax ;)
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)?
User avatar
Tamina
Moderator (Deutsch)
Moderator (Deutsch)
Posts: 4623
Joined: Sun, 26. Jan 14, 09:56

Post by Tamina »

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]!"?

Code: Select all

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 
User avatar
MegaJohnny
Posts: 2236
Joined: Wed, 4. Jun 08, 22:30
x4

Post by MegaJohnny »

It would be pretty ironic if the Teladi now have the most practical and advanced ships, looking at the Argon and going "You guys still put wings and pointy slopy bits on?"
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

The Argon could just say they're designed for Radiant Haven sector and that a pointy front defects shots better :)
agal59
Posts: 4
Joined: Sat, 16. Nov 13, 02:31

Thank you.

Post by agal59 »

This is very very interesting to me. Thank you for taking the time to explain how you do this.
User avatar
ezra-r
Posts: 3423
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r »

Earth ultimatum IV. wrote:Show us a pirate facility :) Something what produces illegal stuff :)
oh yes, where to get pirate CV to build a narcotics lab! (well hidden so authorities do not attack it). It would be like a factory of golden eggs!
User avatar
Aken_Bosch
Moderator (Italiano)
Moderator (Italiano)
Posts: 4488
Joined: Wed, 29. Jun 05, 17:05
x4

Post by Aken_Bosch »

Another quick question (just in case all the previous weren't enough :P): 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 :gruebel:
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Aken_Bosch wrote:Another quick question (just in case all the previous weren't enough :P): 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 :gruebel:

Interested as well, if we can turn the Sucellus into a railgun ship.....
MOD XR Show Skills

Flying spaceships since 1993.
lordpazuzu
Posts: 238
Joined: Sun, 15. Jan 12, 22:34
x4

Post by lordpazuzu »

StormMagi wrote:
Aken_Bosch wrote:Another quick question (just in case all the previous weren't enough :P): 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 :gruebel:

Interested as well, if we can turn the Sucellus into a railgun ship.....
+1
linolafett
EGOSOFT
EGOSOFT
Posts: 3564
Joined: Mon, 26. Mar 12, 14:57
x4

Post by linolafett »

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)?
Single environmentmap for a scene. Thats why open interiors wont work well.
Aken_Bosch wrote:Another quick question (just in case all the previous weren't enough :P): 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?
Damage values can be changes in the database, very simple stuff. Changing the effects not so much ;) Nothing really hardcoded, just no tools for you to change it afaik.

We have some insta laser beam weapons, why not use those?
User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse »

its super easy to change bullet speed/damage, IMO the hard part is just extracting out the archives and gaining a basic understanding of the diff format
Irrational factors are clearly at work.
User avatar
Aken_Bosch
Moderator (Italiano)
Moderator (Italiano)
Posts: 4488
Joined: Wed, 29. Jun 05, 17:05
x4

Post by Aken_Bosch »

Well, if changing bullet speed is relatively easy, I suppose that a Targon projectile sped up of something like 5x or more, could work quite well for the IHC...anyway, I don't want to derail this into a script&modding thread, what about some juicy news lino? :D
linolafett
EGOSOFT
EGOSOFT
Posts: 3564
Joined: Mon, 26. Mar 12, 14:57
x4

Post by linolafett »

I am currently just hiding more crates and new hackingpanels in ineriors. Worth it to write something about that?
User avatar
Aken_Bosch
Moderator (Italiano)
Moderator (Italiano)
Posts: 4488
Joined: Wed, 29. Jun 05, 17:05
x4

Post by Aken_Bosch »

Yesyesyes I want to know: are the crates 6-sided? Do they have metal hinges or a removable cover? After I stole the terran wine from inside, can I use them to store my pillow and night clothes?

:lol:

Also, thank you for probably the fastest response ever :D
User avatar
Earth Ultimatum IV.
Posts: 5280
Joined: Mon, 3. May 10, 14:39
x4

Post by Earth Ultimatum IV. »

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.
wwdragon
Posts: 3769
Joined: Mon, 1. Oct 07, 02:18
x4

Post by wwdragon »

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.
*makes grabbing motions with hands* :D
Editing posts since long before I remember.
User avatar
ezra-r
Posts: 3423
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r »

linolafett wrote:I am currently just hiding more crates and new hackingpanels in ineriors. Worth it to write something about that?
The question offends! Go for it! :lol:
linolafett
EGOSOFT
EGOSOFT
Posts: 3564
Joined: Mon, 26. Mar 12, 14:57
x4

Post by linolafett »

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 ;)
lordpazuzu
Posts: 238
Joined: Sun, 15. Jan 12, 22:34
x4

Post by lordpazuzu »

Great Info Lino!!

How many people do this kind of work with you? Because you model, texture, prep, export, test, :o !!!!

Return to “X Rebirth Universe”