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JanDeis

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  1. Well back when I started this thread I was planning on using XNA ( at the time version 2.0 ) but I've been using C++. I'm sure since I know C++ I could pick up C# ( the syntax is very similar and built in functionality is simpler to use ). My only problem with C# is it is Windows only development. Another gripe I have is C# doesn't offer the low level access that C and C++ have. I would much rather use C++ but I will take a look at your project. Do you have a link?
  2. So after a very long period of inactivity, I am back with nothing but failure haha. I've been working on multiple projects and the only ones that ever seemed to work correctly were my school assignments. Command line, behind the scenes calculations, pretty much anything non-graphical I've more or less perfected. I actually automated a board game and cut a 6 hour game to 45 minutes. But I digress. Anyway, I'm looking now to pick the Dominance project back up. I do not aim to be the only programmer ( though if need be I will ). I'm currently setting up my website and this will be the first project I undertake. I'll keep everyone updated.
  3. No actually. I switched because I started thinking about mods and a built in editor and figured it would be a lot simpler in the end (probably not for me though) to just make a shell program that can take models and a large amount of xml files to make the finished game. Then, the editor can import images for textures and GUI and can move things around (ie. two games made with the engine could have two completely different menus and GUI). I'm also just doing this as a long learning project. As I learn new codes (I'm taking my C++ class through the college right now) I'll see if they can benefit this engine and incorporate them wherever I need it. Or if I find that I need something, I'll look for that code and implement it myself and learn that way as well. Eventually, this will be finished. But yes, this will be just a shell game that comes with a Star Wars mod pack.
  4. So basically how RebEd right now works is just the same type of code that went into ResHack, but also an easier and more organized way to exchange the data. We would need a program that is able to load data out of specific DLLs, display the data as strings or images, a way to manipulate the data, and a way to recompile the data and save the DLL right? As far as I know, that is the way to go. There are just a couple things that I don't know like how to move the sectors around without the editor. If anybody knows how to do anything RebEd can do (or should do) that is more than just replacing pictures, please tell me. I don't know how to replace values either (or I can probably figure it out, I just don't know where to start...). So, anyways, I'll work on the editor, I just need help figuring out how RebEd runs and how the structure should be set up. Also, if anybody else feels like helping with the coding, feel free to jump in and lend a hand. I'll most likely be using C++ unless anyone else has any other suggestions on a language too... edit: Other stuff I'm looking to incorporate into the new editor is the new hack for 61+ characters, hyperspace flares, damage burns, characters names (including commander/admiral/general names), moving individual systems around (is this possible?)***, ability to copy a ship like the Death Star for 2 different superweapons (is this possible?)**, easy model replacement (including fighters), and other image stuff like the droid animations (C-3PO, R2-D2, and the Imperial droids). ***I saw talk of this in another thread but never found out if it was actually done or not. I do know someone (I think it was Tex) was able to move around systems but had some interesting side effects like losing systems and sectors completely? **I have no idea if this is even remotely possible. If it is, it would most likely include hex coding/cracking which I'm no good at. In fact, I've never worked with hex at all. So if anyone would like to see this, tell me if you figure out how to do it. Also, tell me if it won't happen so I don't waste any brainpower thinking about it too
  5. How bad would it be if the compatibility with the old cards didn't happen?
  6. I'm pretty sure this isn't in the making, but I'm going to throw this idea out there... RebEd, first of all, is amazing. It lets us edit things easily without having to browse around the damn dlls and figure out what to edit, what matches up where, and other stupid crap like that. And there was also another editor out there that I never ended up trying and now the download link is down. So I propose possibly a new Rebellion editor? If nobody wants to, I completely understand. I personally can't stop playing this game and I'm working on a Clone Wars TC but then I figured: "Wow. These hyperspace flares and damage burns are a pain in my ass. Why can't I edit this from RebEd?" So, why can't I? We never got the full version of RebEd and now we are stuck doing these tasks manually. I for one would love to maybe see the RebEd source and expand on it, or maybe create a new editor outright?
  7. That is what I've decided to do for Dominance. The EaW-style battles will use lower detail models while the Battlefront-style ones use higher detail. Then the far away objects will use low (very low) detail models. I haven't thought about using sprites though. But everything in Dominance is basically in constant motion so how might that work? So, is LOD something I have to learn to code myself, or does the graphics card or the code do it for me? Sorry for the stupid question, I just really don't know..
  8. Ok then... I learn something new everyday. For some reason, it never comes from my schooling -_- So now I'm interested in how many triangles did that Star Destroyer have in the 10,000 VSDs pic? And, what would be the most detailed amount of triangles that around 3,000 models on screen could have? (including particle effects, textures, lighting and shading, and sounds)
  9. Is it possible to program code into the game that alters models (like combining vertices and edges) so that certain models would have a lower poly count? I'm not sure what this would do to lag though. Having to watch every model/object's distance from the camera may end up taking as much memory as any other method. Anyway, with code that would automatically cut triangles off the model, you could have high-res models up close, and then very far away there could be models with only 6 triangles, then just about every extreme in between. Ex: 20m away: 500+ polys 100m away: 200-500 polys 250m away: 80-200 polys 350m away: 25-80 polys 500+m away: 25- polys note: I'm just learning to program games like this, so if I saw something that is either really simple (like the LOD thing I said before) or something totally outrageous, please tell me. All I'm trying to do is think of concepts that maybe nobody else has thought of before, however unlikely that is to happen...
  10. Well, the above pictures from before I bumped the topic were all low-poly VSDs. I would immediately assume that a ship with that amount of detail, multiplied by a number only around 20-25, would crash the game (or lag like you said). Maybe at different zoom levels a lower-poly model is shown instead of your high poly ISD? I'm not sure how that would work, if you've tried it, or what, but it makes sense in my head right now...
  11. How come this thread died? I'm bumping this because this would be interesting to see in the near future.. So if we can restrict the play of sounds (which is definately possible) we can avoid that distortion. Maybe we can also do a "distance to object" test from the camera and only play the sounds close to the camera? And maybe alerts could be fed through the GUI via text instead of more sounds? And as SLocket said, 10,000 would be overkill. So maybe the cpu power that it takes to reder the extra 9,000 ships could be used to render the enemy fleet, manage sounds, move the models, and particle effects like lasers, explosions, etc. If 10,000 ships can be loaded on the screen no problem though, I don't see why a low poly space battle with 1,000 ships per-side would be a problem...
  12. I'm actually not making Rebellion 2 (though this project is dangerously similar to what Reb 2 is/would/will be). I've actually taken looks at multiple threads in this forum and printed myself a resource sheet of everything that seems to be a big hit in this kind of game. Mainly what this project is though is a game engine that I'm making a Star Wars game with as a base. It is going to be the Dominance Engine which can play different mod sets and will have a full editor that lets anyone create their own scenarios with existing mod sets or create new mods for themselves. My update for the project: - I've started creating the GUI for the galactic overview. I'm implementing unit commands, missions, loyalty/diplomacy, trade/travel routes, production, and resource info all into the main screens. - I'm starting to study how the resource system will work. I'm thinking of simple equations like this: 2500 Kg of Durasteel = 1200 Credits There will most likely be a resource.xml file that houses all this information about the resources used in the game. I'm going to stick with this method unless I see a problem with it in the future. If anybody has an idea for the resource system that would work better, please, don't hesitate to tell.. Just remember that I'm trying to include the option of micro-management along with strictly credit-based economics (Simple or Advanced economics would be the in-game option).
  13. So...have there been so many people saying "I'm gonna make Reb 2!" that I don't get a response now? Damn.. Anyways, I am interested in talking with people who either want to help develop the game or would like to see, or not see, certain things in the game. PM me if you are interested. Or post here.. EDIT: Oh yeah, and...bump
  14. In short, this is basically my Rebellion 2 project. Though I have no actual code, program, or even art yet, I do have a dozen ideas (that have probably been said before). First, I have chosen XNA Game Studio to be my dev platform (though I don't know if I'm going to use 2.0 or 3.0... I'm leaning towards 3.0). I want to use a very common file format for everything (images, 3D models, sounds, XML) and editors for files that can't work the same way (maps, scripts). My main goal with this game is not only to bring out the best from engines like Empire at Wars and SWRebellion, but to have the possibility of expansion and modification in the coming months/years. If a new feature could be implemented in the future, it will be. And anybody with the game can simply download an update to gain that new feature without losing ANY of the new/old files already attached to the game. For units (troops, vehicles, fighters, ships, etc.) I want to have no limit (of course if there is too much going on at one time on the screen somebody's computer will crash...) and anyone can add or take out certain units to tweak gameplay. There will be an editor that will create XML files for new units. There will also be a simple tag in the XML file that says whether or not the unit is used. If true, the unit is in the game and all the rest of the code is read. If false, the unit is completely ignored by the engine. I also want a wide range of players to have fun playing the game. In Rebellion, for example, resources to create and maintain units were more complicated than just credits (like in EaW) and added more depth to the gameplay. Some players don't like, some do. To solve this problem, I will write a simple formula that equates more complicated resources to credits. Exmaple: 100k Durasteel + 20k Electronics = 2 AT-ST 7,000 Credits = 2 AT-ST Of course that is just an example and probably won't be exactly how the game will function. I am also toying with the idea of full 3D space battles. In the movies, Ships flew underneath ememy vessels and laid waste to the underside of their hull. I've yet to see this in a Star Wars game. Though EaW was in 3D (as was Rebellion during space fights) the battles were basically fought in 2D. Rebellion could have been fought in full 3D but the ships always eventually leveled out. Also, hero units will be included. Though stats will be more realistic than other Star Wars games (Rebellion got as close as I can remember). Han Solo can't take on multiple squads of Stormtroopers. But if you look at games like Battlefront, he can almost fight the battle by himself. Though I would like to see it implemented, it will probably not be put in first: "porting missions out to other games like Jedi Academy". But, instead we should just write the whole game internally. Porting out would be chaos and no way that I can see to tell if the mission was a success. So, Somewhere down the line, I would love to see other games like Battlefront, Jedi Academy, etc. be rewritten to play along side of Dominance. Of course, units, characters, and everything else in the game would have to be recreated in the side games. It would be chaos, would be the biggest game I've ever seen, but would be all worth it in the end. I know I'm not the first to present ideas like this, and this isn't the first time I've said I would do this either, but now I at least have the programming experience t start a project like this.
  15. XSI Mod Tool This is the program that made me finally decide to put Blender in my Recycle Bin It may seem complicated at first, but watch the 45 minute-long tutorial video and it should all come very easily from then on. And it is FREE! Blender This is the program I used to use for my 3D modeling. It is a very good tool, just extremely complicated to learn. Once you know how to work the whole program, it is the most powerful (free) modeling tool that I know of (besides XSI Mod Tool).

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