Showing posts with label mods. Show all posts
Showing posts with label mods. Show all posts

Sunday, 30 June 2019

Assimp Does Magic Stuff And I Get Distracted

This was a bit of a surprise.

 That says Blend file that does

Whilst playing around and looking for bugs in the latest beta of open sourced Torque3D game engine, I accidentally imported a BLEND file from free open source(ish) Blender3D modelling program. Obviously this by accident, because I would never have thought that it would work.

I had found some ripped game models and other sculpts (see Tifa above) and was looking at them in Blender3D for modelling reference. I had experimented with various export options and was loading them into the engine when I accidentally double clicked the Blend file rather than the exported DAE file. Et voila, it actually loaded with all materials correctly mapped.

This is due to the new Assimp importer which appears to be able to read pretty much anything and import it because magic.

Literally my understand of how Assimp works ...

Assimp also comes with a metric ton of options - none of which I really understand so I just kept using the defaults except for maybe rotating the up axis to Z when needed - and it kept importing models fine as long as I had multiple mesh objects set to be read as a single sized LOD.

When the Beat-Em Up waifus are extra thicc

I had tried various other model formats and found FBX and BLEND to be the easiest at automagically loading the corrects textures into the material slots. Amusingly - or not as the case may be - the original DAE importer was the worst and created the most hassle. Not all the models I had found on the internets had their textures setup for a standard PBR material, hence the rather off colour Chunners.

DAE->OBJ->FBX->BLEND

I had also seen someone using the normals editing tool in Blender in a way that I had not thought of before. For foliage and tree leaves they had placed the mesh inside of a huge sphere object and then targeted it. This made the leaf faces orient outwards to the nearest sphere point. For my current project all leaf and foliage mesh faces are orientated nearly vertically upwards, targeting a node high above, because that's pretty much where the player's camera is for a top-down perspective.

No normal editing target->Vertical target->Spherical target

Did I mention distraction? Yes I did. I had been harassed by "The Idea Fairy" and suddenly had the urge to make a Dieselpunk Ace Combat style game. I ended up writing up a design document and fairly in depth statistics of how the whole thing would play, utilising real world 1930s and 1940s aircraft. I imagined it would play rather like the old Freespace space combat simulator, only in high altitude clouds rather than space. Aircraft would ... well, aircraft, and airships would make up an equivalent of a real world navy. I also ended up playing through Freespace 2 and the original Freespace mod for it. For the first time ever, I have a state of the art gaming PC and use it for playing 20 year old games.

This thing needs keeping on a short leash ...

So that was the distraction that stymied this month's progress. I did however get some work done on the current project, the one that I am supposed to be working on, by transferring some heavily used scripts for targeting to C++ code to take a bit of weight off the processor when they are called so often. I also added went mad for statistics and added rankings for player performance on to the already percentaged data. I went for the Japanese obsession with S which may or may not mean SPECIAL, so the highest rank is SSS, SS, S before getting into a more standard alphabetical descent, and it goes down all the way to F for FAILED MISERABLY.

Yo Dawg I heard you like Statistics ...

Of course the real reason I did all of this stuff was simply to avoid having to model 3D hair because it's boring. Yep, that was it. An entire month of obfuscation to not doing something that is time consuming and dull. I also got poisoned with a chemical gas leak for two weeks having had an engineer out to investigate a gas leak, then getting a methane detector thinking that it was a gas buildup in the drains before eventually finding the source leaking out of a vat, and I was also immobilised with a back injury for another week, which was caused by just bending over the sink. So not a great month in general.

Next month, getting back to what I should have been doing this month ... allegedly ...

Monday, 2 June 2014

Airship Dragoon Mod Preview And Summer Sale

 Airship Dragoon, traditional turn-based tactics in the manner of hardcore '80s and early '90s strategy games (but in 3D) is on HALF PRICE with the "British Summer Sale - Grab A Brolly And Airship Dragoon 50% OFF! (2nd-14th June)". Buy it direct from the dev. (steam keys available once through Greenlight)

The next update for Airship Dragoon (1.4.2) will be available some time this month (June 2014)  and features a few requested functions such as being able to reload via a hotkey without going into the inventory screen, and the location of critically wounded troops will now be displayed on the map, so they're easier to find and get medical aid to. There's likely to be a few new character models for variation and some bug fixes for minor issues. On top of this the mountainous environments have been recreated to give them more of a wintry aesthetic.


Also available with the next 1.4.2 update will be the demonstration "realism mod". This replaces the standard missions with high res versions of objects and textures, and has been created to demonstrate the forthcoming mod tools.


The "realism mod" is complete, but only compatible with the next (and all future) updates. And if you fancy a closeup of the wintery, mountainous terrain here you go. Bonus points for anyone who spots the judicial use of parallax in the foreground. ;)



In other exciting indie dev news, Airship Dragoon is currently 16th in Steam Greenlight. More votes are very much appreciated, thanks!


Wednesday, 7 May 2014

Realism Mod Total Conversion And From Tehran With Love

Quick update on the current work on the Airship Dragoon realism mod/total conversion.

 Above: Before new grass and sky textures.

Above: After new grass and sky textures.

It's a total conversion of the original levels/battlefields, replacing all textures and models with more realistic/high-poly versions. Some of the work is created from scratch by myself, some previously licensed from other sources such as Ron Kapaun, GarageGames and Forester Pro.

Here's a few videos ... though youTube has frankly mangled the quality and introduced some annoying blurriness. Everything looks better in HD but you knew that already ...








In other news I had an After Action Report featured on Grogheads, a nice hardcore war/strategy game site.

Also, it appears that the Ayatollah is quite taken with Airship Dragoon, and the Iranian Revolutionary Guard just can't get enough of it! Well ... I found a link to an Iranian pirate site which gave it a good review ...


Oh, and where torrents say "cracked" ... well there's no DRM, so what could all of those "crack.exe" files be containing? First guess that begins with the word "virus" wins a free internet.

Persian also seems to be a language which google translate knows fluently ... unlike some better known and more populous languages ...

Airship Dragoon is in the Top 100 games on Steam Greenlight. There's no legitimate reason you shouldn't vote for it ... except if you don't like traditional strategy games or you don't use Steam ... both of which are ... er ... perfectly legitimate reasons I guess ...




Thursday, 17 April 2014

Airship Dragoon Modding: Realism

Whilst currently working on documentation for the modding of Airship Dragoon, I thought it might be nice if I created my own "realism" mod. So here's a first look of the inital testing.

Realism Test #1

Muh Parallax! Probably needs calming down a little but it does look rather nice.

Trees are created using a specific tree modeling app called Forester Pro, created by some chaps with an interest in actual Earth Science and they scan their own leaves, bark, etc - except for endangered species, I liked how they mentioned that about some flowers. It comes with specific export for XNA, Unreal Development Toolkit (UDK), Unity, Torque3D and Dark Basic, as well as standard FBX and DAE export for most modeling apps. It also does LODs and billboards which is nice.

In other news, Airship Dragoon is now at 94% on Steam Greenlight with over 6000 votes.


More votes would be greatly appreciated, thanks! :)


Sunday, 9 March 2008

The Eagle has Landed - only without Burton and Eastwood

This is the development blog for Yorkshire Rifles, Indie Games Creator.

Ever become so self-deluded that you figure you could make a computer game better than the big gaming companies with their huge development teams and millions of dollars? Yep, I get that all time.

I'm an (ex)modder for the Call of Duty series, willing to drink from the cup of nervous breakdowns and late nights which is developing your own computer games.

An overview of my Call of Duty Series single player campaigns/ levels on FileFront (21,000+ downloads and counting)
Linkage

My old websites:
EastYorksRifles Linkage
Beyond Rostov Campaign Linkage