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
tristangoodes
[quote] Guh, for crying out loud, use standard codecs Use VLC for crying out loud [/quote] Can't exactly if you don't have access to installing software there multi!
Guh, for crying out loud, use standard codecs
the price of resources is directly effected by the demand for the resource.
just did the math multi, that's roughly 40 million triangles on screen at once
What kinda framerate you getting here, must be crazy slow
HAHA, that's awesome.
[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
You could wait till the tools are released. BTW Vasari were my babies
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.
kool, further than I thought you'd get:) I still remember making him:(
haha, I just wouldn't build them if it made me lose moral.
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...
you're arguing mostly video card memory over CPU Usage, very different things.
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?
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
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
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
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
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
Not that it's hard, just expensive for the CPU
sorry, I'm retarded when I have no sleep
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...
You can build orbital refineries. It's a building that sends ships back and forth between asteroids.
what blair said