Author Topic: animated tileset models  (Read 5067 times)

titi

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animated tileset models
« on: 16 September 2010, 10:17:04 »
Currently models in tilesets are only static. What about the idea to allow animated models there?
For example trees moving in the wind?
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Gabbe

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Re: animated tileset models
« Reply #1 on: 16 September 2010, 13:16:23 »
Yes, that would be cool, and then you could make rivers too and swaps with bubles. yeah, idea supported ;) :thumbup:

ElimiNator

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Re: animated tileset models
« Reply #2 on: 16 September 2010, 16:13:10 »
That would be great!
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Coldfusionstorm

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Re: animated tileset models
« Reply #3 on: 2 December 2010, 08:04:50 »
Agreed, i would however like to point out that map makers would need to have this in mind, we have a statistic that tells us 40% of render time is on map objects, Large maps with loads of trees would make it lag alot, just remeber that.

aside of that.

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« Last Edit: 15 December 2010, 21:18:29 by Coldfusionstorm »
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Omega

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Re: animated tileset models
« Reply #4 on: 3 December 2010, 00:14:20 »
To be honesty, I don't think just anything should be animated. Trees don't need animation, as they are all randomly rotated, so wind would be incorrect looking, and you're correct, there's usually a lot of trees on a glest map. Though less commonly used things can be animated, as previously pointed out.
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wciow

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Re: animated tileset models
« Reply #5 on: 3 December 2010, 02:18:43 »
I see no reason why tileset objects shouldn't be animated. Its up to the tileset developer to use this feature responsibly and not make everything animated.
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John.d.h

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Re: animated tileset models
« Reply #6 on: 3 December 2010, 02:30:15 »
It seems like everybody is in agreement.  It would be a cool feature, just don't any of you tileset makers go overboard with it.

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Re: animated tileset models
« Reply #7 on: 3 December 2010, 02:41:55 »
Quote
just don't any of you tileset makers go overboard with it.

Why not? We have a trillion low-end tilesets, I say go "overboard" for us people that have dedicated graphics cards. :cheesy:
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Zoythrus

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Re: animated tileset models
« Reply #8 on: 3 December 2010, 02:52:38 »
im in favor of the use of animated objects sparingly. we shouldnt go all out with that (it detracts from the aesthetics)

Mark

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Re: animated tileset models
« Reply #9 on: 3 December 2010, 04:54:20 »
To be honesty, I don't think just anything should be animated. Trees don't need animation, as they are all randomly rotated, so wind would be incorrect looking, and you're correct, there's usually a lot of trees on a glest map. Though less commonly used things can be animated, as previously pointed out.
Good point.  Maybe we could start making maps and tilesets with large trees (and less of them) and more open spaces.  To solve the problem of random swaying, we could either do just subtle swaying, or maybe some way of using wind in a game could be done.  For example, maybe every tree gets 2 bones, and the top on one is swayed by the program, not by the g3d.  I don't have time now to flesh out the idea, but I have to say, whatever you do, make the movements subtle.

And don't go overboard on the graphics.  Not all of us have parents who buy us high end computers. 

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Re: animated tileset models
« Reply #10 on: 3 December 2010, 05:12:52 »
im in favor of the use of animated objects sparingly. we shouldnt go all out with that (it detracts from the aesthetics)
I agree with wciow its up to the maker to decide.

And don't go overboard on the graphics.  Not all of us have parents who buy us high end computers. 
Then buy your own,  :D
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Re: animated tileset models
« Reply #11 on: 3 December 2010, 05:35:36 »
I also agree with Wciow.


Quote
And don't go overboard on the graphics.
You think just because you're missing out that we're going to miss out? Gabbe has Alienware, I'm sure he's looking forward to high-end mods. :P
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the warlord of the reich

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Re: animated tileset models
« Reply #12 on: 3 December 2010, 08:58:06 »
amazing! this glest is expanding to a brand new world yet to be introduced of better graphics

trees in the wind. waves of water. grass moving at wind. perhaps a few leaves in the air. rainy and sunny and cloudy weathers and also seasonal effects. like winter. then spring. flowers blooming. and summer follows. hot and sunny. autumn comes after. dead trees and red leaves. also flowers blooming! and a strong water rush :)

most obliged to see that glest is expanding.

thank you. cheers :) amazing topic :thumbup: :thumbup: :thumbup: :thumbup: :thumbup:

Mark

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Re: animated tileset models
« Reply #13 on: 3 December 2010, 23:06:49 »
trees in the wind. waves of water. grass moving at wind. perhaps a few leaves in the air. rainy and sunny and cloudy weathers and also seasonal effects. like winter. then spring. flowers blooming. and summer follows. hot and sunny. autumn comes after. dead trees and red leaves. also flowers blooming! and a strong water rush :)
That would all be cool, but unnecessary.  Maybe lightning when there is a nighttime rainshower, but very little else is really all that necessary.  However, I have played a game called Armies of Exigo, and while the game isn't that amazing, the tilesets are awesome.  They have lots of special effects, and shadows and lighting that makes you wonder what creatures lurk behind the trees.  That would be great to have in glest.

And don't go overboard on the graphics.  Not all of us have parents who buy us high end computers. 
Then buy your own,  :D
Yeah, cuz all teens have 800 dollars sitting in their pockets, waiting to be spent...  ::)  Have you ever had to earn your own money?  Earning enough money to buy a high-end computer or upgrade my own would take months, close to a year. 

I'm serious when I want some graphical economy.  All I am saying is that you should limit your stuff to 3 frames, each.  I truly think the spacing between trees should be more, and each tree should be taller and more complex.  All the trees look identical and featureless in forest, and winter forest is that with snow on top.  If people used 3 trees where they would normally use 9, and filled in the area with impassable space, the game would run just as fast (even if you want many-framed, high poly models).
« Last Edit: 3 December 2010, 23:13:59 by Mark »

Omega

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Re: animated tileset models
« Reply #14 on: 4 December 2010, 06:42:01 »
I don't think trees should be animated though. Even if I can handle it, most lower end computers will suffer, since there's usually hundreds of trees on every map. Trees are the most used objects, and 128x128 map has over 16,000 tiles to place objects on. Looking at many maps, sometimes half those tiles are trees, so we're talking about 8,000 trees here on one map... Probably better off not to animate it. Also, tilesets should be made so they work/look good on most/all maps. Having tilesets that only are effective on certain specially made maps is just a fail, as we aren't gonna want to play the same map over and over for that game.
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Zoythrus

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Re: animated tileset models
« Reply #15 on: 4 December 2010, 17:18:51 »
I don't think trees should be animated though. Even if I can handle it, most lower end computers will suffer, since there's usually hundreds of trees on every map. Trees are the most used objects, and 128x128 map has over 16,000 tiles to place objects on. Looking at many maps, sometimes half those tiles are trees, so we're talking about 8,000 trees here on one map... Probably better off not to animate it. Also, tilesets should be made so they work/look good on most/all maps. Having tilesets that only are effective on certain specially made maps is just a fail, as we aren't gonna want to play the same map over and over for that game.
agreed.

the warlord of the reich

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Re: animated tileset models
« Reply #16 on: 4 December 2010, 23:52:41 »
ever heard of  "the dark legions"? its a game with a huge animated stuff its just amazing game honestly!

it has trees moving. my computer can run it better. not because of somebody else's will lag means to stop an entire huge development to glest world. you should discover and create new.

have we reached the age of enlightment or discovries or golden age for gles games?

if we are not. we will be closer to itwith tow footsteps instead of one.

glest is evolving to a mighty game honestly. i dont see games with all this number of mods. versions and upgrades and a hard working developer society.

CHEERS!!!

Zoythrus

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Re: animated tileset models
« Reply #17 on: 5 December 2010, 00:16:32 »
i dont see games with all this number of mods. versions and upgrades and a hard working developer society.

ever heard of SpringRTS?

Gabbe

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Re: animated tileset models
« Reply #18 on: 6 December 2010, 23:29:53 »
SpringRTS and Glest is kind of competing to be the best Free Open Source RTS ;) Thats fun! :D

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Re: animated tileset models
« Reply #19 on: 7 December 2010, 02:21:39 »
Too bad for you low end people. My ATI Radeon HD 4670 runs Glest fine. You can get the card I have for $55.

If for some ungodly reason you lag on an animated tileset, just don't play it. ::)
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Gabbe

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Re: animated tileset models
« Reply #20 on: 7 December 2010, 21:04:56 »
Dont be scared to buy a graphics card, im sure you`ll find something high end old card that will run this nicely.

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Re: animated tileset models
« Reply #21 on: 7 December 2010, 23:22:51 »
Hmm...if you two were going to buy a graphics card, would you use your own money or would your parents to pay for it...Some of us have to pay for stuff ourselves...
You can get the card I have for $55.
Hmm, seems nice. 60ish with tax

Gabbe

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Re: animated tileset models
« Reply #22 on: 8 December 2010, 18:52:45 »
SOME of us actually got jobs too ::)

ultifd

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Re: animated tileset models
« Reply #23 on: 8 December 2010, 23:04:35 »
Good for those people then, they're lucky. Unfortunately, not everyone is like them...  :|
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But we're getting off topic. Let's just discuss about animated tilesets...although I don't think titi is going to work on for now...

titi

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Re: animated tileset models
« Reply #24 on: 9 December 2010, 00:05:25 »
The things that are discussed here are true, using animations for wind in trees is a bad idea because its rotated and it eats performance....
But it can be otional so who cares. For the moment this feature is not high priority ....

But I will try to add particle possibilities for tilesets soon.

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