methusalah / OpenRTS

Real-Time Strategy game 3D engine coded in pure java
MIT License
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Create test models for manmade ramps #48

Open methusalah opened 9 years ago

methusalah commented 9 years ago

Only for orthogonal cliffs. Diagonal ramps for diagonal cliff are not implemented for now.

We need a model for each side (or can we make a mirror in the code) and a model for each ramp's length. Length should be >= 4 for the slope to be nice.

roroah commented 9 years ago

Is it possible to get more info on that or is there someone already working on it ?

If not :

Bare with me if i'm off topic i'm kinda lost right now still looking to get the project running on the sdk

methusalah commented 9 years ago

Nobody is working on that issue at the moment.

A typically manmade ramp model image

The number of poly is not defined. There won't be a lot of ramps on the screen at the same time, so you may use as many poly as needed. Note that the natural cliffs have about 140 poly on each tile.

Each map tile is 1_1_2 in blender unit system. I would advise to open existing manamde cliff elements to understand both scale and placement methods (ie : assets/models/env/interior01/[any .mesh.xml]).

Texturing is made by the default ligthing texture material from JME. So you may add normal map and spec to the matriall if you want, it should be used. UV size is undefined for now, as models are untextured (low poly art style).

Animation is not allowed for these models but it may be a future enhancement if needed.

Note that ramps are a little messy since I have implemented double height cliffs. There may be bugs.

I'll try to set up a jMonkey SDK project quickly.

roroah commented 9 years ago

I'll take a look. I can't open the .mesh.xml in blender, any ressource on that ?(i can export... but not the other way)

Ps: The project run when using the fork made by wuendsch, the graddle fork : https://github.com/wuendsch/OpenRTS, it work just fine (i've still disabled some variable who where referring to javafx since the sdk isn't on the jdk8) ref:model.battlefield.lighting (comment out import javafx.geometry.Point3D;)

roroah commented 9 years ago

As note I've tried to get the mesh.xml imported into blender, the farthest i goes was having blender outputting me error about filePath with the ogreXMLStuff (I don't remember the name as it asked me for an ".exe" and I'm running on linux so it was pointless...) anyway i didn't managed to get it working... Isn't any way to get the original model ?

methusalah commented 9 years ago

The actual .mesh.xml files are made with 3dsmax, and exported with the ogreMax plugin. So I guess it's understandable that you can't open it as is. I'll ask Arnaud to come by and provide more information on the subject (he dosen't have much time for now).

You may also make a few tests with Blender and a basic 1_1_2 manmade cliff element, to understand how the engine place them. Then we will create a wiki page for futur works.

poVoq commented 9 years ago

So you are not referring to terrain ramps like this: http://s26.photobucket.com/user/Brando550/media/Revamp.jpg.html ? Also: an export of the existing meshes from 3Dsmax into collada, fbx, or at least obj would probably help us Blender users. @roroah : could you shortly explain how to get it running in the jMonkey SDK for a beginner?

methusalah commented 9 years ago

For now, natural cliffs (and corresponding ramps) are made procedurally. I call "manmade" the artificial elements like walls.

But we may create a natural looking cliff set with external models of course.

I ask for the export to Arnaud, the artist, which doesn't have much time for now. It may take a while and I encourage you to make few tests to understand how the engine manage the models.

I'll try to create a wiki page tomorrow to explain things.