Normal Mapping show off
by Myk Sanders · in Game Design and Creative Issues · 12/17/2004 (8:28 pm) · 25 replies

*edited bbcode*
#22
12/21/2004 (9:31 am)
@David: thanks, I'll definitely need to research this.
#23
Matthew pretty much rocks.
Your mileage may vary depending on the complexity, rendering options, rewriting portalization for large complex interiors, etc.
12/21/2004 (9:35 am)
Well, you can change the shape, but you'll have to create your collision boundaries, as they aren't poly-based. For the placable interiors in the RTS pack it wouldn't be a problem. For something on the complexity of Tim's packs, you're going to be breaking them up and creating collision hulls all over ther place (or rewriting the collision code, which...strangely enough...Matthew Fairfax also has resources on). Or expanding the engine to recognize polysoup objects and collisions. Like his Shape3ds resource. Matthew pretty much rocks.
Your mileage may vary depending on the complexity, rendering options, rewriting portalization for large complex interiors, etc.
#24
Of course you could implement Shape3DS and all the collision geometry from the .map should work in that. Texturing would still be less efficient that you could achieve directly with max.
12/21/2004 (10:48 am)
The map23DS solution is a good start, but the construction philosopies are quite different between .dif and .dts. A converted map file will have a lot of extra geometry compared to a .dtsOf course you could implement Shape3DS and all the collision geometry from the .map should work in that. Texturing would still be less efficient that you could achieve directly with max.
#25
Yeah, our initial research into the two formats is what made us basically feel that .dif's weren't a good choice for us in the first place, and what you indicated is why I never even considered the possibility of converting between the two.
Definitely something to look into deeper!
P.S. Sorry about the thread hijack! It just sort of evolved from the showoff to the question about content packs to this!
12/21/2004 (10:55 am)
Quote:
The map23DS solution is a good start, but the construction philosopies are quite different between .dif and .dts.
Yeah, our initial research into the two formats is what made us basically feel that .dif's weren't a good choice for us in the first place, and what you indicated is why I never even considered the possibility of converting between the two.
Definitely something to look into deeper!
P.S. Sorry about the thread hijack! It just sort of evolved from the showoff to the question about content packs to this!
Torque 3D Owner Stephen Zepp
I guess my current understanding is that the underlying editors create shape/primitive/whateveryoucallits that are different enough so that you can't change the target shape type easily?