Game Development Community

Costruction Animation for building in a RTS Game

by Angelo Coccettini · in Artist Corner · 08/15/2005 (3:46 am) · 2 replies

Hello,
I have already posted this question somewhere in the site, but I think this is the best place to post the topic. I am a owner of Lightwave and I would like to use the DTS export plugin to create building for a RTS Game. I would like to animate the construction of the building, like we see in Age of the Empires and in addition to have the "evolution" with the creation of other parts, not visible in the previous level. Imagine a castle that starts with few walls, then there is the possibility to add towers, other stronger walls, raise the eight of the towers etc. Everything with the animation of the worker that work around with tools and brick....!
I am trying to figure out if there is the possibility to do this using the DTS exporter for Lightwave. I have studied the documents related to the plug-in and done some tests, but still not able to find a correct solution. I have also tried to use the object Envelop visibility, with some linear ramp, but if I activate the Export Object Visibility for more than one LW layer, I got an error message and LW crashes. Anybody has tried to implement these effects using LW? I would really appreciate even a smaller tip that will allow me to go in the right direction.
Thank you and regards

Angelo

#1
03/14/2006 (6:35 pm)
My suggestion would be to use the LOD to do this. So the first layer is the object at construction phase 1, second layer is a little more built, 3rd layer almost complete and 4th layer complete. Then in code you will have to control the detail level manually to go through the various construction phases.
#2
03/14/2006 (6:41 pm)
Thought: Create each element and then "raise" them through the terrain as they are built in-engine and in-place according to however you determine the pieces should fit together. That way if you had to have units clear forest or rocks before building continuations, you can do it without having a "complete" model loaded in an incomplete state. Plus they could define their fortifications. The raising through the terrain is a "building" trick.

I have no idea if it would work.

EDIT:
Or have each set of animations for the various construction phases in DSQ's with terminal "completed" states. Then animate the "construction" phases while they're being worked on and then settle on the terminal ones when complete.

Again, thinking out loud.