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[C4:AC][Programming] First try: harvester

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  • #16
    Cool!

    Thanks a lot.

    Could you send me the source files to this email adress: pieterjan DOT busschaert AT gmail DOT com ?


    I'll try to get those niftools working so we can import this model in the game, while you can focus on creating new 3D models.
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    • #17
      Wow!

      It's even cooler than the original!
      (only - this one looks like 'running in tha night' version, little more lighting could be beneficial)
      -- What history has taught us is that people do not learn from history.
      -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

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      • #18
        Ok, you have the model

        By the way, i probably have to reduce polycount like there is no tomorrow - 10 of these on screen at once will be hell on the engine, but we'll see what happens

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        • #19
          By the way, i probably have to reduce polycount like there is no tomorrow - 10 of these on screen at once will be hell on the engine, but we'll see what happens

          Could you elaborate a bit?
          Aren't they pretty resource-ascetic once rendered?
          At least I had an impression that they are stored in memory once, then reused..
          -- What history has taught us is that people do not learn from history.
          -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

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          • #20
            Truthfully, I don't know exactly how this engine works, but in other game's I've done poly work for, you have to keep your polycount down, because it's rendering these models in the game, and if you have too many poly's on screen at once on an average computer, you get a lot of slowdown.

            However, can you explain to me how Civ 4 does its rendering? It could be that I don't need to reduce poly's

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            • #21
              However, can you explain to me how Civ 4 does its rendering?
              Well, not right now, but I hope I'll get hold on this once I get my copy..

              You could ask Blake to investigate though.
              -- What history has taught us is that people do not learn from history.
              -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

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              • #22
                Originally posted by GeoModder
                Civvers, beware!
                Indeed. Good work
                SMAC/X FAQ | Chiron Archives
                The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

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                • #23
                  Bumping for uncluttering threads.

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                  • #24


                    Seems useful for the convoying aspect of crawlers
                    Contraria sunt Complementa. -- Niels Bohr
                    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                    • #25
                      Status: This mod is now release version 1.0 (Updated 12/06/2005) Description: This mod adds three new units, the Caravan, Entertainer, and Freight. As best as I can tell, the AI does know how to produce and use these units. Stats follow: NOTE: Each of these units is limited to a maximum...


                      For the full-cost-hurrying aspect of crawlers
                      Contraria sunt Complementa. -- Niels Bohr
                      Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                      • #26
                        Are there any modellers about who would be interested in making a crawler model for use in game?

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                        • #27
                          I have one in my mail from gclarkson
                          Attached Files
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                          • #28
                            What about gkclarkson's model?
                            Ceeforee v0.1 - The Unofficial Civ 4 Editor -= Something no Civ Modder should ever be without =- Last Updated: 27/03/2009
                            "Just because I'm paranoid doesn't mean there's no conspiracy"

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                            • #29
                              Its very high-poly. If you think about what some ICS players are like there may be 80+ of these things onscreen at once, especially if we have to alter the camera angle so that players can see behind hills.

                              Is the model you've been given in a format that can be put into civ4 straight away?
                              Is the poly count such that the frame rate won't die?

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                              • #30
                                It might not be optimal, but it's better than nothing.

                                I have the .max version, but don't have 3D studio max. So, if someone with the right software and the Firaxis plugins can convert it, it could be in the game.
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