Game Development Community

Orc versus Human Realm Wars Models (MS3D or Max?)

by Ryan J. Parker · in General Discussion · 07/19/2002 (7:26 am) · 16 replies

I'd like to know what modeler was used with each model. I seem to be getting a performance hit with the human model. If the human model was created with MS3D and the orc was created with Max then I know where the problem is. :-)

If you have any idea which model was created with what modeler then post it here! Thanks.

#1
07/19/2002 (7:42 am)
I believe both were made in Max. Not sure though.
But if they were not, then the Orc model was definately made in Max.. its just way too cool looking.
#2
07/19/2002 (8:21 am)
Both the Orc and the Elf RWmodels were created in 3dsMAX. There is a human as well?
#3
07/19/2002 (9:19 am)
The only human model that I know of is the Steam Knight (SK) that Pascal created for a side project involving Realm Wars. The SK model was created in Max and the only differences that it has with the Orc is that the Orc has a few more polys and that the SK uses two 512x512 bitmaps versus the Orcs one.

I hadn't actually seen a performance issue with the SK running around in RW though from the testing that I had done with Phil and Pascal.

Logan
#4
07/19/2002 (9:40 am)
Human:
shell.lomag.net/~ryan/gg/rw/ss3.pngOrc:
shell.lomag.net/~ryan/gg/rw/ss4.png
These are the models that I'm talking about.
#5
07/19/2002 (10:13 am)
Ahh, the human you are talking about is Pascal's Steam Knight.

If you are getting a performance hit, it is probably the textures.

To test it out, try making the 2 512x512 textures for the Steam Knight 256x256 and see if that speeds things up.
#6
07/19/2002 (10:28 am)
Quote:To test it out, try making the 2 512x512 textures for the Steam Knight 256x256 and see if that speeds things up.
That is what the problem was! (Well, that's what was giving problems to this POS ATI Mobility card ;-).)

Now it runs as smoothly as the Orc on this laptop! Awesome. Thanks for clearing that up.

On another note... is the Elf model complete? I've gotten dynamic model loading working with my selection screen and it loads both the Human and Orc now... just wondering if there is another I can throw into the group. Thanks.
#7
07/19/2002 (10:40 am)
The Elf Model is complete, sort of. I put in a placeholder weapon firing animation of her with the magic staff. The magic staff is a placeholder piece of art and I am not sure who is going to be doing that.

She works, but the animation is placeholder for the moment and will most likely change as the magic system is finalized.

I sent the model off to Tim late last week and he got it working in the engine a few days ago. I have no idea when it is going to be released.
#8
07/19/2002 (11:38 am)
Logan! youve got steak on the brain! steak knight? damn decoy better not see that.. beef head! :))

Phil.
#9
07/19/2002 (12:33 pm)
Ya I just realized my spelling mistake, I really should proof-read my posts more before I submit them. If Pascal is offended though I guess I will find out on IRC when he trys to wallop me with a frying pan or something :)

Joe, are there any new DSQs that you have done up for the Elf or is that left in the capable hands of some other person?

Logan
#10
07/19/2002 (1:53 pm)
Hmmm steak knight ... tipical.
#11
07/19/2002 (2:43 pm)
i like my knight medium RARE :-)
#12
07/20/2002 (1:18 am)
There are a few new DSQs for the elf. The ones I did were changes to the look and root animations (changing the hand base pose) and I added a firing animation (used the recoilde.dsq to to do this)

The rest of the animations are the default animations.

Until the design of the magic and hand to hand combat systems are closer to being final, it was decided not to spend too much time making a bunch of animations that might get thrown away.

For now, she works just like the ORC and the default player, with the exception of how she fires the weapon. She holds the staff and her firing animation looks like she is throwing magic off the end of the staff and it sort of looks like a lacrosse ball toss. It works, and doesn't look to bad for placeholder art.
#13
07/22/2002 (3:10 pm)
OT: Where can I download Team Assault?
#15
07/23/2002 (12:40 am)
i cant find these version under the link, but i have found otherwhere, :-))))))
its very cool
#16
07/23/2002 (5:10 am)
Quote:i cant find these version under the link, but i have found otherwhere, :-))))))
its very cool
Phil released some sort of 'build 7'. If you look at his .plan you'll find it. Maybe that's the one you found?