Author Topic: gold and stone model overwrite  (Read 3746 times)

Zoythrus

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gold and stone model overwrite
« on: 10 November 2009, 18:35:21 »
hi, i was wondering if in the next release of Glest, that the default models for gold and stone could be  subject to models in a tileset's XML.
this means that if a tileset's XML has a specific model for the gold and stone, that those would be used instead of the defaults

is this possible?

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Re: gold and stone model overwrite
« Reply #1 on: 10 November 2009, 18:37:18 »
3.2.2 is the final release.
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Zoythrus

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Re: gold and stone model overwrite
« Reply #2 on: 10 November 2009, 18:43:55 »
ok then...the next release of GAE (or a patch for that matter...)

Omega

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Re: gold and stone model overwrite
« Reply #3 on: 10 November 2009, 19:50:37 »
Not possible. Every faction uses its own resources, so it is not possible at all. Sorry.
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Zoythrus

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Re: gold and stone model overwrite
« Reply #4 on: 10 November 2009, 19:52:35 »
no, what im saying is that the mod's resource models would be lower than the tileset XML for the same resources' models. the mod's  models would be used if the tileset XML didnt specify

titi

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Re: gold and stone model overwrite
« Reply #5 on: 11 November 2009, 10:31:22 »
I think this should not bee too hard to implement and should be possible in GAE! Look at the wood ressource which already uses "object=1" from the tilesets.
The current "ressource" entry in the map editor maybe is not such a  good solution. These should be defined like the objects in the tileset.
This will give us the possibility to use tileset specific or techtree specific gold/stone ressources.
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Zoythrus

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Re: gold and stone model overwrite
« Reply #6 on: 13 November 2009, 01:00:33 »
I think this should not bee too hard to implement and should be possible in GAE! Look at the wood ressource which already uses "object=1" from the tilesets.
The current "ressource" entry in the map editor maybe is not such a  good solution. These should be defined like the objects in the tileset.
This will give us the possibility to use tileset specific or techtree specific gold/stone ressources.

+1 to that!

titi

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Re: gold and stone model overwrite
« Reply #7 on: 13 November 2009, 13:40:56 »
I moved that to GAE, I don't know if that was already talked about.
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Zoythrus

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Re: gold and stone model overwrite
« Reply #8 on: 13 November 2009, 14:47:05 »
thanks titi

silnarm

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Re: gold and stone model overwrite
« Reply #9 on: 14 November 2009, 05:07:34 »
Hi guys,

 Interesting idea. Although I think maybe it makes more sense to have it the other way around, so the tileset's models would be used by default, and if the tech-tree has models, they override the tileset.  But all current tech-trees provide such models, so maybe that isn't so smart... the tech/tileset resources thing is a bit wierd, maybe ultimately we should move all the resource models into the tileset, but have them all specified in the tech-tree (as is currently done) and then move tilesets into the tech-tree.

 Thoughts? better ideas? fire away!
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Zoythrus

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Re: gold and stone model overwrite
« Reply #10 on: 14 November 2009, 19:00:43 »
ideas will only get us so far, i just want something to be implemented!

ZaggyDad

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Re: gold and stone model overwrite
« Reply #11 on: 15 November 2009, 21:31:43 »
ideas will only get us so far, i just want something to be implemented!

So you want to implement stuff without proper thought on the subject, and ruin the whole thing? We need to know what exactly we're doing before we implement it, otherwise nobody may be satisfied by the outcome, including you.

titi

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Re: gold and stone model overwrite
« Reply #12 on: 15 November 2009, 22:25:59 »
I would vote to keep it compatible with the way it is made now!
So tileset ressources can be used but the default is to use the techtree ones. By this you didn't get in trouble with older mods which wouldn't be playable any more.
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Zoythrus

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Re: gold and stone model overwrite
« Reply #13 on: 15 November 2009, 23:37:39 »
yes, if the tileset does not specify any unique models, then the tech tree's models will be used (the default)

Omega

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Re: gold and stone model overwrite
« Reply #14 on: 16 November 2009, 16:43:14 »
You can make a new tag in the resources XML that specifies wether or not tilesets may override the tech tree's models. If it is true, the tileset's will be used, if it is false or the tileset does not specify a model, the tech's model is used.
Edit the MegaGlest wiki: http://docs.megaglest.org/

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Re: gold and stone model overwrite
« Reply #15 on: 16 November 2009, 16:54:36 »
Yeah, that sounds good.
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Omega

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Re: gold and stone model overwrite
« Reply #16 on: 16 November 2009, 18:49:16 »
Still, I wouldn't expect it to be implimented anytime soon. It's hardly priority (or even close).
Edit the MegaGlest wiki: http://docs.megaglest.org/

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Zoythrus

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Re: gold and stone model overwrite
« Reply #17 on: 16 November 2009, 22:13:53 »
maybe the next version of GAE? (whenever that happens)

ZaggyDad

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Re: gold and stone model overwrite
« Reply #18 on: 18 November 2009, 00:56:52 »
Still, I wouldn't expect it to be implimented anytime soon. It's hardly priority (or even close).

It may be low priority, but it may still make it in soon.

silnarm

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Re: gold and stone model overwrite
« Reply #19 on: 18 November 2009, 01:32:17 »
Still, I wouldn't expect it to be implimented anytime soon. It's hardly priority (or even close).

It may be low priority, but it may still make it in soon.

Yeah, I don't believe this one will be overly difficult... but other things are more important right now, we'll be releasing a 0.2.12b shortly, then we can look at other things, including this, and maybe we can throw it in the mix for 0.2.13.
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