Show Posts
|
|
Pages: [1]
|
|
2
|
Crystal Space Development / Game Content Creation / Re: Model file format
|
on: July 05, 2005, 11:54:33 pm
|
|
hello argh On windows Try exporting to .obj , then import into milkshape , then it has an exporter for cal3d. It worled for me, but like 1 year ago. Else, i think max can do that, but i am not sure, ask Arianna or planeshift team how they do exactly, they use max.
|
|
|
|
|
5
|
Crystal Space Development / General Crystal Space Discussion / Re: Updating an old project to new 3d environments
|
on: July 05, 2005, 11:40:55 pm
|
|
We already discussed that with somone, some month ago, one thing which is possible at this moment would be to use either some kind of docking station, or make the ship go throught nimbles before landing. It s notpossible to have a smooth transition from space level to a city/human level if you have 10000 planet completely modelised, maybe that s possible If it s 100% dynamicaly genrated content, but it s not even sure and anyway would require l33t coding skills. It s not even a problem of number of poly displayed at time on screen, but a problem of amount of memory needed to store all the mesh datas, even if you don t display allof themon the screen, that's the "huge world problem" it require dynamic loading/unloading of data wich is currently not possible.
|
|
|
|
|
|