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Up Topic General / General / Use 3D-Models or not? Why?
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- - By Maddin Date 2009-04-14 16:02
I know, this has been discussed already. But hopefully there will come more people to think about.

The main features would be:

- Dynamic lighting
- Dynamic and more fluent animation
- Zoom
- Simply looking cool ;)
- A game with 3D-graphics attracts more players

The negative things are:

- Higher demand of computer efficiency
- More complicate to create than 2D-sprites (compiling to game formats)

Any suggestions?
Parent - - By Isilkor Date 2009-04-14 16:44
I'm currently working on support for 3D models. It's not yet in a working state, but I hope we can get the base content package to gradually phase out pre-rendered graphics once it's done.
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Parent - By Maddin Date 2009-04-14 16:46
Sounds good. =)
Parent - - By Nachtfalter [de] Date 2009-04-14 17:29
Fullack. But 2D World with 3D Graphics or also 3D World?
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Parent - - By Isilkor Date 2009-04-14 17:56
The world will stay in the style of an ant farm.
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Parent - - By Nachtfalter [de] Date 2009-04-14 17:57
Okay. Sounds good :>
So theres no rotation of the models?
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Parent - - By Newton [es] Date 2009-04-14 17:59
We already need rotation of the objects for any turning-animation.
Parent - - By Nachtfalter [de] Date 2009-04-14 18:04
Structures too?
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Parent - - By Isilkor Date 2009-04-14 18:06
Only if you want your structures to be able to turn :P
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Parent - - By Nachtfalter [de] Date 2009-04-14 18:10
I ask, because so we neednt to modell all sides of a structure, so we can saving some polygons (and time oc)

Edit: Too late... :7
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Parent - - By Newton [es] Date 2009-04-14 18:19
Hmm, to turn the buildings a little so that they don't look all the same would actually be a nice feature. Because of Backface Culling, the polygons which face away from the camera are normally not drawn by (advanced) game engines. So if we use Ogre, I don't think this will be a problem.
Parent - - By Isilkor Date 2009-04-14 18:23
This will lead to problems with the building entrances.
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Parent - - By MrBeast [de] Date 2009-04-14 18:24
Why?
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Parent - - By Isilkor Date 2009-04-14 18:38
If you turn the buildings, the projected entrance is at a different position.
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Parent - - By MrBeast [de] Date 2009-04-14 19:09
How you self said: http://forum.openclonk.org/topic_show.pl?pid=143#pid143.
I dont think it is a problem to check if the Point is behind or not.
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Parent - - By Maddin Date 2009-04-14 19:12
But how will a clonk move in? Walk around?
Parent - - By Isilkor Date 2009-04-14 19:20
Obviously, the entrance will still be visible from the front.
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Parent - - By Maddin Date 2009-04-14 19:30
Yes, but if the building is turned away from the view? I think this wont be possible?
Parent - By MrBeast [de] Date 2009-04-14 19:33
I think the random rotation will be in a small range. (i think about -20 to +20)
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Parent - - By Isilkor Date 2009-04-14 19:44
If you rotate the building by script, you have to make sure you can still enter the building yourself; the engine won't rotate your buildings by a large amount (assuming, of course, that this feature makes it into the game).
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Parent - By Günther [de] Date 2009-04-14 19:47
I don't think the engine will rotate buildings that way at all, such features are better done in Script.
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Parent - - By Newton [es] Date 2009-04-14 18:26
We would need to be able to change the entrance location of a building via script as much as rotating the building on the Y-Axis via script, yes.
Parent - - By Clonk-Karl [de] Date 2009-04-14 18:37
Why can't the engine transform the entrance vertices itself?
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Parent - - By Newton [es] Date 2009-04-14 18:46
Oh, I don't know how much of the DefCore the Ogre model will eat up at the end. I hope as much as possible, actually. Isilkor and you are the specialists here as no one else has engaged himself with the possibilities of the Ogre format further up till now. :-)
Parent - By Isilkor Date 2009-04-14 18:56
We can probably generate the entrance data from submeshes with a defined name (or prefix, in case we want to support multiple entrances).
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Parent - - By Isilkor Date 2009-04-14 18:02
There will probably some way to rotate the models programmatically so you can create some nice cutscenes/special effects.
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Parent - - By Nachtfalter [de] Date 2009-04-14 18:04

>so you can create some nice cutscenes/special effects.


Examples?
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Parent - By Isilkor Date 2009-04-14 18:06
I don't know, I'm not the creative head here. ;)
Point is, you don't need to build full-fleshed models for anything that will only be shown from the front, such as non-rotating vehicles, buildings, background decoration and so on.
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Parent - By Maddin Date 2009-04-14 18:51
I agree with Isilkor. That would cause problems with mass moving, one of the reasons CX doesnt supports digging.
Parent - - By Anonymous [de] Date 2009-04-14 18:43
Why don't use 2D-Vector-Graphics?
For lightning there could be simply a normal Texture.
That should speed up the rendering process a bit. ;)
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Parent - - By Newton [es] Date 2009-04-14 18:47
Hmm, a vector-normal-Texture? I think this has not been invented yet.

P.S: Ui, first anonymous post, hurray! ;D
Parent - By henry [de] Date 2009-04-15 08:34
I registered me just after posting this. <.<
Parent - - By Maddin Date 2009-04-14 18:59
I suggest that modern systems are good enough for this.
Parent - - By henry [de] Date 2009-04-15 08:39
Low poly clonks. -.-
When a clonk throws a tera flint (only one) against a stone wall
and the explosion creates 20 rock objects.
One rock model has at least 42 vertices...
Parent - - By Maddin Date 2009-04-15 09:27

>One rock model has at least 42 vertices...


I think it can be less.
Parent - - By henry [de] Date 2009-04-15 10:26
I tested it with less vertices and it looks stupid. :C
Parent - By Maddin Date 2009-04-15 13:41
MClonk reached it. x)
Parent - - By MrBeast [de] Date 2009-04-15 10:28
??? I have no problems to create a stone with 14 vertices.
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Parent - By henry [de] Date 2009-04-15 17:02
:O
Parent - - By Nachtfalter [de] Date 2009-04-14 19:45
Vector Graphics with perspektive would be very hardcore...
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Parent - - By henry [de] Date 2009-04-15 08:41

>For lightning there could be simply a normal Texture.


Thats because there must be a normal map.

Bwah, but this requires shader support. :c
Parent - - By Nachtfalter [de] Date 2009-04-15 08:49
cost > value
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Parent - By henry [de] Date 2009-04-15 10:27
:I Yes. Forget this idea.
Parent - By MrBeast [de] Date 2009-04-15 10:30
2D-Vector-Graphics arent fast. Games using 2D-Vector-Graphics normally cache them as PNGs.
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Parent - - By Maddin Date 2009-04-14 20:46
And another important question: which file format shall OpenClonk use?
Parent - By Isilkor Date 2009-04-14 21:03
All signs point to the OGRE format.
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Parent - - By K-Pone [de] Date 2009-04-14 21:24
I think for the negative things there are some solutions:

> - Higher demand of computer efficiency


This depends most on your hardware and on the usage of the hardware, so you could...
...set the quality lower
...make smaller scenarios (maybe using something like load another scenario to get into another area of the actual scenario).
- More complicate to create than 2D-sprites (compiling to game formats)
Maybe a simple, easy to use editor could solve this problem, or we could give other people the ability to share for example 3D Models (without textures), Textures or whatever. Another possible way to make something look 3D is to use layers. I know this from Jazz Jackrabbit 2. This game uses 8 Layers. When the camera moves, the layers move with it. The Foreground layers will move faster, the background layers move slower. The base is the 4th layer, which is that where the player moves the character. I think this could be easy to realize.
Parent - By Cani [de] Date 2009-04-15 00:06

> Another possible way to make something look 3D is to use layers. ...


Although I like parallax scrolling and it could give a lot of detail to clonk, I'm not quite sure if this works in levels like "Up High". I think it's more of side scroller technique.
Parent - By MastroLindo Date 2009-04-15 19:06
I like the idea of 3d models inside the 2d world. It can enhance the experience in several ways:

better graphics
same gameplay if desired, new features if required
better animations

of course the real other side of medal is a general higher difficulty to create new graphics and animations. Anyway integrating them with some blender scripts as it was alerady starting to happening for CR it could become quite doable..and reallly cool :)
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Parent - - By Methos [de] Date 2009-04-18 10:06
When there would be 3-D models, whi9ch format would they be? Could be 2-D sprites used at the same time? And what kind of renderer/shading stuff, because there must be rendered a lot of objects at the same time.
Up Topic General / General / Use 3D-Models or not? Why?
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