Author Topic: PlaneShift+ CrystalSpace 3D + Selfbuilt Engine = What Graphic?  (Read 820 times)

Athonicus

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I know that Planeshift is built on the Crystalspace 3D engine + a self built engine...i think , atleasts thats what ive read on most places.

I dont got much experience with CS-3D but i have workt with some other engines , dont know much of coding tho , im going programming for 6 years at the end of this summer ,anyways , i wsnt here to talk about that.

I was wonder , how is the "graphic" built in crystal space 3d? , shaders, textures, models, etc,  i wanna know everything about it.

I was thinking of going into trying to help to improve the quallity of the graphic if possible.

My PA [Pixel Art] [textures] is decent if i put some time and work into it , and i also know how to make 3d models , not that good at animating jet , but im learning.

So anyways , i would be glad for info about how the graphic is built in CS-3D so i can try to help you with it , thank you on forehand , Athonicus
Thee pen is mightier then the sword ' tho the freedom of unity is the ace of diamonds ' ne?


LigH

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Re: PlaneShift+ CrystalSpace 3D + Selfbuilt Engine = What Graphic?
« Reply #1 on: July 17, 2010, 12:55:25 pm »
Most facts and documentations you will find at: http://www.crystalspace3d.org/

CrystalSpace 3D supports multitextured meshes (with e.g. color textures, normal maps, glow maps, specular maps), shader effects (due to the lack of existing fallback render paths, Pixel Shader 2.0 support in your graphic card is almost required), and has support for pre-animated meshes (similar to MD2) as well as skeletal animations and ragdoll physics (not yet used by PlaneShift, though). But it uses own formats to define meshes and worlds (an XML based and a proprietary binary).

To help us, get recruited at: http://www.planeshift.it/recruitment.html

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Xoel

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Re: PlaneShift+ CrystalSpace 3D + Selfbuilt Engine = What Graphic?
« Reply #2 on: July 17, 2010, 01:02:34 pm »
Athonicus, PlaneShift uses Cal3D for animated meshes (characters and NPCs) and meshfacts for static meshes. It uses heightmaps for countryside and genmeshes for urban landscape and buildings.

In short, all of PlaneShift was made using 3D Studio Max, Maya, OR Blender, with skeleton/armiture based animation wherever necessary. These files were then exported to Crystal Space's formats as noted above.

Come join us in art, you'll have a ball, I know I do ;)

Athonicus

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Re: PlaneShift+ CrystalSpace 3D + Selfbuilt Engine = What Graphic?
« Reply #3 on: July 17, 2010, 02:27:31 pm »
Heh , thats funny , when i first lookt into CS-3D , i found it rater complicated , now when i got this information about the formats, i find it all so easy :P, ill sign up and contribute whatever skills i can :)
Thee pen is mightier then the sword ' tho the freedom of unity is the ace of diamonds ' ne?


Xoel

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Re: PlaneShift+ CrystalSpace 3D + Selfbuilt Engine = What Graphic?
« Reply #4 on: July 17, 2010, 03:32:02 pm »
I look forward to working with you :)