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Quinch

Joined: 10 Jun 2004 Posts: 238 on topic

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Posted: Sun, 15. Jul 12, 09:04 Post subject: [MOD][PROPOSAL]: Retro model conversion |
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I'm not sure if this has been suggested before - or for that matter, if it already exists - but here goes.
The outline:
A replacement of X3's models - all of them, including, but not limited to ships, stations and asteroids - with extremely low-polygon and minimalist texture versions on the scale common during the early to mid-1990s.
Goals and benefits:
1} Nostalgia. One of the goals is to create a version of X3 that's identical in gameplay, but with a visual feel that would be an emotional throwback to the sandbox space sims of the last century such as Elite and its successors.
2} Vastly decreased hardware strain. With much simpler models, rendering becomes much faster, leading to higher framerates. This in turn would allow for both smoother combat, less lag in congested and complex-housing sectors, as well as allowing users with otherwise inadequate graphics cards to play the game.
3} A greater variety of craft visual design - see design thoughts below for details.
Risks and obstacles:
1} By far, the effort inherent in a project this size. A partial conversion would only act as a clashing contrast between the "old" and the "new" and every detailed object, even if it's something as simple a cargo container would only stand out as ill-fitting. That means rounding up enough 3D modders to go through all objects in the game and both design and model them, game modders to take care of any underlying code and scripting requirements, and somebody or somebodies to organize it all. Note, I am not volunteering for any of those positions, I have zero experience in X3 modding and insufficient time, thus whoever wants to take the responsibility and credit for this whole thing has my blessing - I'm just outlining the idea for interested parties.
2} The risk of visual clashes anyway. While models are straightforward {though by no means simple or easy, I'm sure} to replace, other details such as nebulae, lasers and skyboxes may not be.
Design thoughts and guidelines:
1} Complexity of objects should primarily depend on how large and/or exotic they are. For example, small fighter craft could be modeled with a few dozen polygons, a capital ship could go up to several hundred, and factories should ideally lie somewhere in between. For example, a cargo crate could be a simple cube with cut-off corners, while a station complex link could be a five-sided cylinder with rounded ends.
2} Individual species' objects could be color-coded for both easy distinction as well as giving species-dominated sectors a recognizable feel. A quick suggestion would be:
Argon: Light blue
Teladi: Golden yellow
Split: Brown
Paranid: Orange
Boron: Green
Terran: White
Pirate: Red with black highlights
Xenon: Red with silver highlights
These are only suggestions, though, and as with the rest of the project, the final decision will of course be with the project/art lead.
3} While it would be possible to simply downscale existing models, a complete conversion also presents an option to give each species' ships a visual distinct style that reflects its culture. Thus, for example, the Split craft might follow a sleek and pointed design to emphasize their focus on speed and weaponry, the Argon might have a bit bulkier, mismatched appearance to fit humans' stereotypical pragmaticism, the Paranid might have lots of smooth curves to go with the technological superiority while the Xenon's strangeness could be conveyed by being needlessly complicated or just plain weird.
4} If possible, it may also be beneficial to replace the planets and skylines - planets' textures would probably need to be brought down with the rest of the conversion, but there might be benefit in replacing the skies with pixelated stars and nebulae.
So, this is the proposal. What would everyone's thoughts be? Does anyone think it would be effort, hopefully roping other suckers into doing all the work as well?
_________________ We are not now that strength which in old days
Moved earth and heaven; that which we are, we are;
One equal temper of heroic hearts,
Made weak by time and fate, but strong in will
To strive, to seek, to find, and not to yield.
- Lord Alfred Tennyson (1809-1892) |
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