From: Miguel Angel Blanch Lardin <miguelangelblanchlardin@ho...> - 2002-08-21 21:49:29
>I need now the complete 3D graphics in .ase format. Ascii scene
>exporter or something its called...
>Could the people that hold the 3d graphics right now pls convert at
>least the 3D graphics for the objects
>we have in our testworld right now, like human, sword, shield and the
>rest to .ASE, put them up somewhere on
>the web and email me the URL directly and maybe the password?
>Reason is.. we dont want the graphics to be downloaded by anyone else as
>The current way for 3d models is like this:
>create in some program.... convert to ase format.... use planeshifts
>ase2spr converter to convert them
>to .spr.... load them into CS....
>We also have a .mdl converter, but I dont know yet wether it works....we
>will have to see, but mdl isnt really
>the graphics format we wanna use anyway.... :P
Use a simple 3D Sphere to represent them.
Let me a week or so to deploy the new organization structure and CVS
We should upload 3D Models to CVS, which means defacto use them as
opensource. If any of the creators is against... just shoot it.
>Another thing: I think that we wont be able to have land tiles as
>objects. Land tiles created as 3d objects have some severe
>problems. One of them is that they have too many vertices and polygons
>if they look good, the other that you need special
>data structures to make terrain look good and be fast at the same time.
>I looked into CS and they have a landscape engine that lets you fit
>blocks of terrain together where every block can have its
>own formula from which the height at some point x,y is calculated. I
>didnt check yet how complicated the formulas are, but I am
>quite sure that this would be just perfect for Arianne, because the
>server could calculate the collision information based on
>that formula independent from the 3DClient, same with the 2DClient.
>There are two ways to have it, one is formula, the other is a bitmap
>heightmap graphic, which is probably a bad idea.
>For formula, the server could just randomly generate formulas and send
>them with the perception... we would make terrain
>really tile base (meaning same size tiles) and always send the tile
>formula the player is on and all adjacent formulas. The network
>traffic would be damn small for that.
>I just dont see any way to have the arianne server calculate collision
>info real time with 3d graphics involved without being
>a 3D engine itself, and I dont see any 3d engine displaying cool terrain
>real time that consists of 3D Objects.
>I REALLY think we got to skip that landtile = object crap, its not gonna
ok, let's discuss it.
What you are talking is called SPLINE or BSPLINE or similar techniques.
The problem is that splines are a bit expensive to compute, but the detail
result is great.
Anyway, Terrain would be an object just that it would have an special
propierty that store this info.
What are the other alternatives?
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