tristangoodes

tristangoodes

Joined Member # 2738974
1 Posts 23 Replies 9,380 Reputation

A standard codec is something that you don't need to download to play. Thus your argument is invalid;) In the film and gaming industry, when you apply for a job and the person trying to watch it doesn't have the codec, they aren't going to find it. Either way, i'm home now, i can watch it, just for future reference

25 Replies 63,597 Views

[quote] As for the shaders, maybe, maybe not. There might be parameters for them, I don't know. The bulk of the unknown data that I worry about is vertex data. There's 17 float value per vertex. I identified 3 position values, 2 texture coordinate and the rest is a mystery. I would've said rgb and normals maybe but I don't think they would be using per vertex normals because of the bump mapping. I don't know, shaders really aren't my thing. I worked with them a bit just because I felt I had

91 Replies 53,506 Views

Yes, geo can be open "non solid" as you said. The shaders are set up at export time. For the artists. all we did was plug in textuers into 3 main areas in a material, the exporter does the rest. As for other info, it's possibly UV and tangent info.

91 Replies 53,506 Views

The game used to be like that. Diff between Sins and Company of Heros is that Sins can last days if you play a large game. Putting a resourse upkeep cost like that will slow the game down a lot. The way it is now. Makes you want to attack. Not many games really do that well...

24 Replies 38,253 Views

It's not as easy as a coding thing. It's a rigging and model thing to. would require a lot of the models to be reworked, as well as coding hours. All of which can be spent on new assets and game features... Remember guy. You only have one race, there are 2 other races and assets. most of your computers already bog down with just the one on a large game. Why add more calculations?

70 Replies 15,321 Views

It don't work that way. You can't just turn off animation. If one person turns it off, it'll create sync issues within multiplayer games. I believe that's a valid reason. Plus. It serves no purpose other than esthetic. I'd rather have performance So turning off planet elevators in the options menu creates sync issues with multiplayer games? Planet elevators are a particle effec

70 Replies 15,321 Views

I think the dev's said that if they added turret animations it would slow down the games performance tremendously. I dont want that.. do you? Understandably tracking turrets would be cool, but preformance, and good framerate is also cool. I can live without the moving turrets if it will mean a better game. Which is why you could switch it off in the options menu. High cpu usage is really no argumen

70 Replies 15,321 Views

no worries man, and I agree, I'd prefer my work be shown the way it was intended, but o well. As for the clouds, bug Craig;) haha. the ones right now were first pass. He may intend to upgrade them later. More important things right now

47 Replies 13,926 Views

what video card are you using? the bloom on your ice planet is rediculous. I've a Radeon 9800 Pro AGP with 256MB of Ram. It's an oldy but works quite well for my use. I dunno if it's bloom. It's the reflection from the sun on the ice planet. And yes, it is ridicul

47 Replies 13,926 Views

Well, about the textures. The sun is an animated shader, not much can be done to fix the poles. Compression artifacts in the skyboxes are due to DXtexture compression. what video card are you using? the bloom on your ice planet is rediculous. And the Clouds I've brought up before, not sure what the final verdict will be. Truth be told man, you'll never play the game zoomed in that close. So zooming in to see if the textures will be that crisp at that distance is rather silly. If

47 Replies 13,926 Views

Similarly for the north resp. south pole of the sun/planets. They need more work there to fit well. Craig, I think he's talking about the poles on the suns. Where the animated texture meets the pole...

47 Replies 13,926 Views