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398 Posts in 92 Topics- by 88 Members - Latest Member: MaximilianPS

May 17, 2012, 07:49:14 PM
CS:Warriors and CommonersDiscussionsRTS Game Usage - so far
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gavinbunney
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« on: June 21, 2007, 06:22:07 PM »

Hi all,

Well I've finally begun using the CS:W&C pack for my RTS game. The system works quite well; being able to change the textures is a much needed component when dealing with village type areas, where multiple non-combat NPCs are based. It also makes it extra easy to have units of a certain team change colour.

My only issue now is creating new characters. As the RTS Unit class doesn't have mount points (done as to reduced the network traffic, since RTS Units typically don't change), each character has to be rigged in the 3D editor and exported with all items already attached.

Now this is all fine in theory, except, well, I have almost 0 experience in 3DSMax, and since the pack only comes with .max files - looks like I'll have to either:

a) work out how to use it or
b) export out to something like Blender (where I have at least some experience)

Since my plan is to rewrite the RTS Unit class (the default class is a bit flaky), I will probably add mount points in, and then remove them at a later stage. This will allow for quick prototyping of units, trying out different combinations quickly and easily.

Cheers,
Gavin
« Last Edit: June 21, 2007, 06:24:15 PM by gavinbunney » Logged
Canon
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« Reply #1 on: June 21, 2007, 06:40:11 PM »

Gavin,

Yes, the RTS Starter Kit units limitation about mountpoints is something the CS have to deal with. Our plans are to add around 10 more RTS charaters (=character + weapons/objects).

We hope new file formats are going to be added to the pack. I mean at least one "Low Budget Friendly" format . But it's not really an easy part. Find a clean and easy process from 3DS Max to Milkshape or Blender, a process that keeps all the bones/vertexs/mapping informations, is going to be difficult.

Christophe
 
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gavinbunney
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« Reply #2 on: June 21, 2007, 06:57:47 PM »

Good news about the extra RTS characters, should make life a bit easier with the awesome combinations you seem to come up with Smiley

Definitely understand the complications on changing formats - hence my main reservation about not just whipping it out into blender and mounting the characters.

Will let you know how it goes in terms of mount-points for the RTS Units and see what sort of impact it has on network traffic/any performance issues.
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Canon
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« Reply #3 on: June 21, 2007, 07:02:39 PM »

enable mountpoints will affect your performances. That's why GG removed them from RTS units.
But it will be interesting to see how allowing one mounted object affects performances. IMO, With one mountpoint you can acheive a acceptable customization.

Christophe
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