Isaac wrote:
1. When you say 'floating' does that mean that the Ceiling [and floor?] is a separate plane from the walls?
2. Does this mean that one cannot model arched ceilings?
1. Floors, walls, ceilings and pillars are all separate models.
2. Check my post above.
petri wrote:Oh, I had the impression that the walls were not offseted in code and would have to be modeled at the correct height. I stand corrected by the mighty Emperor
Walls are modeled in correct height above origin. I was talking about ceiling placement and compensating the higher walls.
Sorry, when I wrote "walls" I means the ceiling. I had the impression that the ceiling was not offseted in code because it would be more easier to make tunnels of varying height that way. But anyway, no big deal I guess.
Isaac wrote:
1. When you say 'floating' does that mean that the Ceiling [and floor?] is a separate plane from the walls?
2. Does this mean that one cannot model arched ceilings?
1. Floors, walls, ceilings and pillars are all separate models.
2. Check my post above.
So... a higher ceiling means making taller walls? (Obviously )
Tiles just have to fit together? I was concerned for a moment that there was a constant (single plane) floor and ceiling. So basically LoG's tiles are not too different from say... Bethesda's Oblivion? (or Bioware's NWN?)
Last edited by Isaac on Thu Sep 13, 2012 9:37 am, edited 1 time in total.
Isaac wrote:Does this mean that one cannot model arched ceilings?
You can but it's a lot of work. Like Juho said, you would have to manually place custom wall/arch objects everywhere.
I'm thinking an hours tinkering with the final release of the editor will clear up all of my questions; I don't have access to the Steam Beta, but I can wait for it. Does the Beta have an expected duration? (One week, two week, three?)
@Juho: Does a tile set have a recommended poly count for the whole thing?
And just to be sure how the thing works, here are the floor, wall, ceiling and pillar models of Dungeon and Prison wallsets. Darker parts are Prison. There's only one floor because they both have just planar floor (Dungeon wallset actually has variation pieces with some elevated geometry, but for the sake of clarity I just put the planar one). Notice how the ceiling piece is above origin to compensate higher walls.
Great ! Many thanks for the specs, another quick question should we be modeling in triangles and does the renderer support other maps like reflexion maps or displacement maps ? I am not used to do game art, but I understand I need to keep low on computer calc.
J. Trudel wrote:Great ! Many thanks for the specs, another quick question should we be modeling in triangles and does the renderer support other maps like reflexion maps or displacement maps ? I am not used to do game art, but I understand I need to keep low on computer calc.
No need to model in triangles, the engine does that for you. Basic shader supports currently only diffuse, specular and normal maps. It's good to keep the polycount low, but the engine can push high polygoncounts pretty nicely though.
Are nonsquare UV's supported? I assume smoothing groups must be, and I can see smoothing on the bricks in that image. Normals are tangent space I imagine, not object space?
Tomm wrote:Now we really need an exporter for blender or modo too bad I suck at programming.
Agreed, I've asked how it might be done on polycount forums, apparently it shouldn't be too difficult, but it's probably beyond my (very) limited python skills.