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[Lifting 1.3] Models & Textures: will be updated ?

Started by eon5, March 04, 2004, 04:34:01 AM

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Aegeis

changing the textures referenced in your local copy of the trn file won't cause bad assets, just don't distribute it to others cuz then they too would need your custom textures.

eon5

ooooooooooooooook.

so... i can change the *.bzn without problems ?


what about *.xsi and sounds ?

Slaor

Na you wouldn't be able to change the bzn without dramas - its what stores objects etc, bad problems could arise if that isn't the same both ends.

Sounds likewise no problems. Re: XSI's, re-read the last few posts...

TimeVirus

You cannot have conflicting meshes or you will definetly get gamestating. Guaranteed resynchs in 1.2 even though it doesn't trip bad assets.

Patch 1.2 contained a serious error in this regard, the scion spire mesh was altered. This causes repeated gamestating in all games where a spire is built.

Sounds can be different with no problems, as can textures.

Huscar

What if you leaved all the HP on the same spot and calculated all hits & stuff on the user machine, probably not gonna happen before patch 1.9, wich I think won't come out, wich may have an icon to change the type of .xsi loaded (or how exact they are, an .xsi poligons compressor! :shock: wow), not gonna happen untill someone discovers computer programms that wright themselves and are free, in the year 3,957 when nobody will still have hootty comps. Or is there an easier way to fix this?

Avatar

The original models can be increased in complexity without changing the size, HP orientation, etc. and used as was described as the model you see within say, 50m.  The originals can then be the LOD1 model.

The REAL thing people don't usually get is that higher poly isn't always better.  The BZ2 models are very well done and just pumping up the polygons isn't going to visually smooth the models much.

What would really 'enhance' them is higher detail textures, something that takes serious artistic talent IMHO.  Sure, some physical details could be added to the meshes like cutouts, recessed areas, things like hand rails and such, but the models themselves won't benefit much from smoothing or polyginal division.

Here's an example using the Sabre:

The model on the left is the original, at around 500 faces.  The one on the right is pushing 7000 faces, smoothed but I didn't remap the texture any so there's some wrinkling.



-Av-