Author Topic: Community Modeling Project Final.  (Read 5779 times)

Induane

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #30 on: December 05, 2006, 02:11:08 pm »
NEar the end after some cleanup the trees were running around 800 to 1000 polys.  I had planned on making them disappear in the distance and be replaced with a billboard of the trees but never got around to it.  Its something I could easily add though.

Idoru

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #31 on: December 05, 2006, 02:39:25 pm »
I honestly think it is some beautiful work. Congratulations to all those who were involved.

I would love to hear the reasons for it not being implemented in the game though, from the horses mouth.

Come on Talad, I doubt you could rain on their parade by pointing out the reasons. They are probably as dejected as they can possibly get anyway now. I cant imagine how bad it must have felt to do all this hard work in vain.

"May there only be peaceful and cheerful Earth Days to come for our beautiful Spaceship Earth as it continues to spin and circle in frigid space with its warm and fragile cargo of animate life."

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #32 on: December 05, 2006, 03:47:58 pm »
One little note, from my personal view.

Whether it was excepted in game or not, it never was work done in vain.  I'm sure they learned quite a bit during the creation of it.  That knowledge will help them in the future.  There is also the thought that just making it, a sense of personal accomplishment would come from that.  To be able you were able to create something like that alone, should make it worthwhile.  Yes, it would be nice to see it used for greater and better, but thats something for the future.

k, i'll be quiet now.   :-X

Jekkar

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #33 on: December 05, 2006, 07:08:24 pm »
One little note, from my personal view.

Whether it was excepted in game or not, it never was work done in vain.  I'm sure they learned quite a bit during the creation of it.  That knowledge will help them in the future.  There is also the thought that just making it, a sense of personal accomplishment would come from that.  To be able you were able to create something like that alone, should make it worthwhile.  Yes, it would be nice to see it used for greater and better, but thats something for the future.

k, i'll be quiet now.   :-X

* Jekkar pets the bird in the sig
"A new day will come when those who rudely interrupt are swept away!" -Lereal

Gentar

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #34 on: December 05, 2006, 09:16:14 pm »
This is truly impressive! The fact that such a large project was completed with the collaboration of so many members of the community amazes me. Great work.

Induane

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #35 on: December 06, 2006, 01:41:53 am »
It was brought to my attention that I had used the PlaneShift skybox.  I completely forgot I had done that.  That\ can't be creative commons as its atomic blue licensed.  I'm working to create a new skybox that fits the style and will upload as soon as possible.

Update: Finished a new skybox - will upload when I get off of work.
« Last Edit: December 06, 2006, 08:28:05 pm by Induane »

LigH

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #36 on: December 08, 2006, 03:33:00 pm »
How do I open the project under Windows now?

- The old "Binary Artist Package" 0.99 r0 (January 27, 2006) is not anymore compatible (e.g. "unexpected: 'indexbuffer'").
- It is also not directly compatible with CelStart v7 (missing a "celstart.cfg" inside at least).

I tried to make it more or less CelStart compatible by adding an icon (160x120 JPEG) and a basic celstart.cfg (based on the one inside castle.celzip); but I don't know what I missed, probably the "world" file misses some starting coordinate or similar in a format required for CelStart ... it didn't work.

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Induane

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #37 on: December 09, 2006, 02:22:03 am »
Due to changes in crystalspace and PlaneShift updating to the newer crystalspace I updated the maps to be planeshift compatible.  As a result the antiquated binary package for windows will NOT work with the CMP maps.  Your only choice afaik would be to do 1 of two things - compile crystalspace newly enough, OR compile a server test it on a test server.  You would need to add something like this to both the server and clients zoneinfo.xml to make it teleportatable.

<!-- death-realm -->

   <zone sector="Cave" loadimage="Loading Death Realm Background">
<region map="cavetest"/>
</zone>

   <zone sector="Tunnels" loadimage="Loading Death Realm Background">
<region map="cavetest"/>
</zone>

   <zone sector="Canyon" loadimage="Loading Death Realm Background">
<region map="cavetest"/>
</zone>

Or alternatively use this file http://vaalnor.mine.nu/zoneinfo.xml

I havn't gone through the steps to give it its own loading screen though one is provided in the package.  Thus it will load like the DR.  I still havn't uploaded the new skybox version as I've been a bit busy.  It will be done before the weekend is out or my name isn't... uh.. Induane!! :D

Cheers

LigH

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #38 on: December 09, 2006, 12:34:31 pm »
Pretty alternatives: Compile, or compile.  :surrender:

I am afraid I really must set up some C++ development environment, and waste gigabytes of space and weeks of troubleshooting until I can watch it...

Maybe Thom could add it?  :flowers:

Or you may discover what CelStart needs to load it.
« Last Edit: December 09, 2006, 12:38:04 pm by LigH »

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Induane

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #39 on: December 09, 2006, 12:39:36 pm »
Looks like I can make a cel exported version of the map :) I'll try to add that to the next package for download. :D

Seytra

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Re: Community Modeling Project DONE! ... well - close enough!
« Reply #40 on: December 22, 2006, 09:45:58 pm »
This is really amazing! If I ever get PS to compile and work, I'll put that on the local test server. Nothing compared to having it ingame, though. I would be very surprised if the PS world was not only completely planned already, but also in such detail that it wouldn't have any empty spots. And I agree, there are places in PS that are of much lower quality than this (looks like). I think a straightforward definitive answer would have been in order, but whatever.

Well done!

Induane

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Re: Community Modeling Project Final.
« Reply #41 on: December 25, 2006, 02:13:40 am »
I couldn't help fixing a few other things, so I've upload a new version, and this time the world file is downloadable by itself if you don't want the source.   This will be the last version unless another copyright violation is found that I overlooked.  Thanks to everyone, and enjoy our work :D

Jekkar

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Re: Community Modeling Project Final.
« Reply #42 on: December 27, 2006, 06:21:41 pm »
Work continues on the CMP project, now named Vaaloria.  The first change is to use a custom shader to generate the waterfall effect combined with standard particles for foam. Induane sent me a video in the CoV chat today and it was looking very good, so here a little video.
http://vaalnor.mine.nu/Downloads/Video/waterfall.avi

To view this video you will need the theora codec installed, or just play it with VideoLAN.
« Last Edit: December 27, 2006, 06:29:21 pm by Jekkar »
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LigH

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Re: Community Modeling Project Final.
« Reply #43 on: December 28, 2006, 01:10:14 pm »
Custom Shader ... so this effect may require a FX class graphic card?

Furthermore: The dimensions of 1202x911 pixels gave me a distorted picture, I had to disable YV12 overlay output in ffdshow. You should ensure that video has at least even dimensions, preferably even divisible by 16 (for MPEG based codecs).

Newest builds of ffdshow - *the* universal Windows video decoder (no more need for risky / crappy / illegal codec packs):

http://sourceforge-net/projects/ffdshow-tryout
« Last Edit: December 28, 2006, 01:24:05 pm by LigH »

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Induane

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Re: Community Modeling Project Final.
« Reply #44 on: December 28, 2006, 05:42:37 pm »
No its just a quicky shader that wiggles a uv map and normalmap around. Simple stuff - works fine on my geforce2 mx400 here at work.  65 fps.  The foam at the base of the falls is a generic particle system.  Nothing fancy there either.

Thats one good thing about it going into a different game.  It opens the ability to do cooler stuff like this.  I doubt I could have convinced anyone to include the 15k shader with PS.  Its useful for creating streams, waterfalls, lakes... all kinds of stuff.  Very simple to use too.  As for the image dimensions it all plays fine in VLC media player, and in my web browser no problem... the theora codec is common and not illegal - its open source and free to download.  It keeps the stuff small for my screen capture program.  Plus I can't figure out how to change what its default output is and I'm too lazy to re-encode :D
« Last Edit: December 28, 2006, 05:44:32 pm by Induane »