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Topic: Project 6014 – Ur-Quan Masters mod (Read 199487 times)
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Death 999
Global Moderator
Enlightened
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Posts: 3874
We did. You did. Yes we can. No.
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It uses a custom resource system. The lines are definitely not stored in the code.
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DrillDaddy01
Zebranky food
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Posts: 8
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Hi, to the Dev team of project 6014,
I'm just checking in to see if this project is still ongoing. I love the demo, and just was hoping for any kind of update as to its progress. I know this is an ambitious project and with so many large projects of this kind they have a bad track record for falling apart and disapearing. I have much higher hopes for this project, however, and can't wait to see it completed. It is NOT my intention to in anyway put pressure on the dev team, but if Once every couple of months, one of you could just pop in here and say. "Yes, the project is still ongoing", I could rest a little easier, knowing that the band hasen't broken up, and the project scraped. What you guys have done so far is incredable and I'd hate to think that all that effort had gone to waste. I hope I'm not asking too much for regular updates, but of all the games I'm waiting on, this is the one I hope for most.
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Death 999
Global Moderator
Enlightened
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Posts: 3874
We did. You did. Yes we can. No.
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JudgeYohance, your questions indicate you're not exactly in a great place to be helping on this matter. Thanks for the interest.
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FakeMccoy
*Many bubbles*
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Posts: 203
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I have like a ton of little victory ditties I made for fun and I'm working on a cool techno-sounding background song. Does that have any relevance anymore?
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dczanik
*Smell* controller
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Posts: 306
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Sure! email them to me: dczanik at gmail dot com
If anybody wants to send me stuff, send it to me. No guarantees we'll use it though
Sorry for the epic delay.
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FakeMccoy
*Many bubbles*
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Posts: 203
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I gave up on the song a while ago, so it will take me some time to get back into it, but I have some art, a few ships maybe if it's possible, and definitely some planets as you've probably seen, but for planets like, I need to know the proper ratio to design them for the game so that they will fit on the screen properly, so just nail that down and tell me, I could be sending you a rectangular texture map which you could use for the explorer, and then you would have to use a different 3-D model engine to make the texture "wrap around" a sphere, which shouldn't be that hard you can do it with blender in like 1-2 minutes. I did send you a couple things to look at though.
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« Last Edit: December 04, 2012, 06:00:54 am by FakeMccoy »
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dczanik
*Smell* controller
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Posts: 306
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Just for reference, the .UQM files are just .ZIP files. Rename then unzip them, and you can see all the files for the game.
The max size for planets at 4x resolution is 300 pixels by 300 pixels. They're in .PNG files (with a transparent background). This is only for melee, the in-game planet textures are procedurally generated by the game so no planet is alike.
Regarding art, Email me with art, or send links.
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FakeMccoy
*Many bubbles*
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Posts: 203
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Ok yeah the melee ones are 300 by 300, but hte in-game ones are bigger, if I know what to make those first, I can make that first texture and then shrink it down for melee. Also I tried emailing you and it failed.
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dczanik
*Smell* controller
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Posts: 306
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I don't think you understand... there are no other textures in the game. It's all done in code. The computer makes the rest of the textures automatically (with the exception of Earth). That's how they got several hundred planets to all look different 20 years ago without taking a bunch of those precious 3.5" disks.
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FakeMccoy
*Many bubbles*
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Posts: 203
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Hmm ok that's kinda disappointing, but I will begin sending you planets tomorrow (it's late where I am), I do know a programmer though, all it is is wrapping a rectangle around, maybe he can make some kind of engine for it because I can make cool textures that don't take up a lot of disk space when I export them and it would be cool to see them in as things to discover, and besides computers are faster today than 20 years ago, people can download bigger files.
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« Last Edit: December 04, 2012, 06:13:09 am by FakeMccoy »
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FakeMccoy
*Many bubbles*
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Posts: 203
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Wait a minute! In the game there's a flat texture, and then there's a planet both from the same generator, but how does the game know how to make the generated texture into a sphere? Or how does it know how to unwrap a sphere? The game knows how to wrap and unwrap planet textures! All we need is a programmer who in some instance can replace the textures of a generator with mine, it would be a lot easier, instead of telling it like "Generate composite z=(2a+3)^2+m=#f4f45g3" onto a flat surface, a programmer could just in some instances take out the generator engine entirely and simply use the wrapping engine with my textures!
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FakeMccoy
*Many bubbles*
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Posts: 203
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Ok, the game knows how to wrap textures into a sphere just like I said I wanted it to do before, and in the other thread I mentioned photoshop has optomization techniques. I don't think it should be in a super-big version though, I never play it like fullscreen I always play it in the middle choice. I think it is possible to make really cool textures with a small disk space. Why don't you give me your Mars file and I'll try reducing it.
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dczanik
*Smell* controller
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Posts: 306
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I've got Photoshop too my friend I don't care how small it is, without the programmers to help implement it.... it doesn't really do much good. I know it can be done. I've programmed stuff like this myself. We're updating an engine that's 20 years old.... it just takes time. We'll get there. Patience.
Right now, we're days away from releasing Ur-Quan Masters HD. After that, you have my complete permission to flood my email with as many versions of optimized textures you want. Until then... I'm kinda busy. We'll see about implementing your textures in January, okay?
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