call for 3d models
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Omni

Do these tools look useful?

Protix 3D Builder

Gamespace Light

FreeCAD

Posted on 2004-10-01 02:22:16

Interference22

Woo, 3D stuff. I'll see about e-mailing you some 3DS files..

Posted on 2004-10-01 09:47:30

Toen

Wow that's rad. Hope to see someone put this to good use in a game or something.

Posted on 2004-10-19 21:01:49

basil

The end goal at the moment is a ff7 style BS. Should be possible.

Posted on 2004-10-20 06:13:28

RageCage

You sir, are insane.

Posted on 2004-10-22 04:02:04

mcgrue

Quote:Originally posted by basil

The end goal at the moment is a ff7 style BS. Should be possible.


At present, I'd agree with FF7-overworld-style being possible, but wasn't ff7's battlesystem a bit higher poly?

Godspeed, though. Your quest is as noble as it is deranged! :D

Posted on 2004-10-22 05:24:31

blues_zodiakos

I think FF7's battle-system WAS a bit higher poly, but much of that feel came from the gourad-shaded polygons (which the PSX could handle natively, couldn't it?). I don't think there was a whole lot of texture mapping going on, only on a few enemies and the ground plane, and most of the effects were sprite based. Many of the effects had a list of several different possible camera 'transitions' (or sweeps), chose one randomly, and just faked the 3D by matching the 2D effects to the camera rotation (although FF8 had more pre-chosen camera sweeps for most effects).

Has anyone experimented with gourad-shading? It seems like a major pain in software. :/

Posted on 2004-10-23 09:39:30

basil

I intend to (experiment with gourad), just because it's the step before texturemapping. It may or may not be fast enough to keep in place, but it should be interesting in any case.

Posted on 2004-10-23 11:29:00

anonymous

Quote:Originally posted by basil

The end goal at the moment is a ff7 style BS. Should be possible.


Wow... O_o

Posted on 2004-10-23 19:48:32

Omni

Well, the PSX did natively support gourand shading.

Also, I think most of FF7's battle system was high poly. Not super high poly, but much higher poly than the field engine. ...And, I thought most of the effects were 3D too, but then I might not have been paying attention, and I don't have the game with me right now to check.

As for gourand shading. It's too slow to create a triangle rasterizer, as we've said before, so creating a triangle drawer that computes shading transitions for each scanline/field of triangle isn't going to happen except at very slow speeds.

However, I had another idea that I might get around to toying with one day but it's free game for all. It is, of course, much faster to blit and even rotate pictures than it is to draw any shading line by line, right?

So, what if we create a linear (1 pixel wide by 100 height) buffer, and fill it with a gradient of the light's color? (from 0 to 100 lucency, of course.)

Then, when it comes time to shade the triangle...

1. Determine the light intensity at each corner of triangle.
2. Determine the highest intensity corner and the lowest intensity corner (ie, corner 1=5%, corner 2=100%).
3. Then, scale and rotate the single pixel column buffer to the size of the triangle, and blit it Additively, matching the edges of the scaled buffer with the highest and lowest intensity corner.

This way, all lighting is handled with a few simple blits. My only reservation is that sometimes the middle intensity corner may not match, but since I think gourand shading generally linearly increases in intensity, the corners should match up.

Of course, I could be wrong. But I think it's worth a try.

Posted on 2004-10-25 20:55:19 (last edited on 2004-10-26 01:39:51)

blues_zodiakos

I think some some video plugins for PSX emulators support debug information of sorts, so it would be interesting if someone would pop in their FF7 disc and get a rough figure on exactly how many lines/triangles/polys it IS putting out. Pete's soft gpu might, but I'd have to actually FIND my ff7 disc 1 to find out.

Posted on 2004-10-27 02:23:39


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