Sharing models with Transport Empire

A 3D game in the spirit of Transport Tycoon. Click here for the web site.
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charlieg
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Sharing models with Transport Empire

Post by charlieg » 04 Jun 2004 20:44

As TE is using 3d models and there's already a few done, perhaps it would be wise to make the model db for TE/Zugspiel a joint effort.

For example, this one was recently posted. And there's more already done and, I'm sure, lots more to come.
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Arathorn
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Post by Arathorn » 04 Jun 2004 20:48

I can only speak for myself, but for me I don't care who's using the models for what. If I ever have the time to finish something I'll share it with you. ;)

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Lilman424
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Post by Lilman424 » 04 Jun 2004 20:50

Well, chochmah has already taken models from the TE graphics topic, so yeah, this would be a good idea.

Tyrell
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Post by Tyrell » 05 Jun 2004 00:23

Some general modeling gidelines would not be wrong.
like prevered: poly count, texure size (if any), file format.

( "so, you would like to moddel for Zugspeil FAQ" :) )

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Lilman424
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Post by Lilman424 » 05 Jun 2004 00:38

...or TE ;)

chochmah
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zugspiel GFX FAQ

Post by chochmah » 05 Jun 2004 10:38

yup good idea
you can see a zmodeller screenshot here: http://www.ph2.net/zugspiel/modelerscreenshot.jpg


Modelformat: UVW Mapped 3ds
Textureformat: 24Bit BMP is small as possible

zugspiel has 3 lods (level of detail).

First level: dont know... Somebody would have to try out... But I think the models Braxx made are far to detailed. (no offense they are realy great)
Second Level: Textured Boxes for smaller objects like trains, maybe some more vertics for buildings. We'll have to see...
Third Level: Only Textured Boxes

(you could use zModeler)

I'll write some guidelines as soon as I know more

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Brax
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Post by Brax » 05 Jun 2004 11:46

I think trying to find out what sort of polygon limit Homeworld uses might be a good indicator of what sort of LOD models should be. I know you can even get tools that will take a higher LOD and make lower LOD models. However, whenever I use it, it usually messes the mesh up, so you would probably have to do it manually.
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Post by mnorman » 05 Jun 2004 12:10

Brax: Possible, but I think that HW2 is a particularly high polygon game. However, I do think that slightly more polygons should be used that just boxes at two of the zoom levels, as at least 12 polygons are needed to make a V200 or a class 37 recognisable.

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LOD

Post by chochmah » 05 Jun 2004 14:44

I dont think that tools that reduce the poly count are very usefull. In Higher zoomlevels Boxes will be more that enough.

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