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-   -   SE5: Limitations on modding unit graphics (http://forum.shrapnelgames.com/showthread.php?t=30451)

Noble713 September 23rd, 2006 07:59 PM

SE5: Limitations on modding unit graphics
 
So I've been testing out meshes in the demo, and came across a surprising and disappointing limitation.

The 3d models for fighters are only used for ground combat, not space combat. Space combat uses sprites from the Empire_Unit_Combat_Texture file. Not a bad idea in theory, as it keeps the poly counts in space combat down. The problem is that the code for determining which sprite to use is tied not to the individual vehicle size/class (such as small fighter, medium fighter, etc.) as defined by the vehiclesizes.txt and Empire_Ships_xfileclasses.txt but to the overall unit type (i.e. "Fighter") as defined in vehicleunittypes.txt . This means that currently you can only have one image displayed in the tactical combat screen for all of your different fighter types, a step backwards from SE4. It makes it very confusing when you can't tell the difference between your light space-superiority fighters and your heavy anti-ship bombers.

I suspect it will be a long while before we can get it changed so the sprites are assigned by the ships_xfileclasses file instead. http://forum.shrapnelgames.com/images/smilies/frown.gif

Captain Kwok September 23rd, 2006 09:27 PM

Re: SE5: Limitations on modding unit graphics
 
What data file is it that calls the unit texture file?

Noble713 September 24th, 2006 12:45 AM

Re: SE5: Limitations on modding unit graphics
 
EDIT: Oops. Misinterpreted your question.

Empire_AI_Main.txt

Image Unit Combat Texture := Terran\Terran_Unit_Combat_Texture.bmp

Kana September 25th, 2006 06:50 PM

Re: SE5: Limitations on modding unit graphics
 
Yeah I have the same concern, that we will not be able to add more models than what is currently available in SEV.

Phoenix-D September 25th, 2006 07:11 PM

Re: SE5: Limitations on modding unit graphics
 
Quote:

Kana said:
Yeah I have the same concern, that we will not be able to add more models than what is currently available in SEV.

I think I mentioned this before, but you can add more models.

The game doesn't auto-scale the bitmaps though, leading to the small/medium/large problem the original post mentioned. :/

Captain Kwok September 25th, 2006 11:20 PM

Re: SE5: Limitations on modding unit graphics
 
I'm actually hopeful that the sprites can actually be extended to all ships in the VehicleSizes.txt file as an additional line in that file with a picture reference to a bmp with the "basic textures". This would allow for lower-end systems to run larger combats in a low-end mode. This would eliminate the need for that line in [Empires]_AI_Main.txt and add some additional flexibility for users.

Phoenix-D September 26th, 2006 01:44 AM

Re: SE5: Limitations on modding unit graphics
 
On the OP's problem: I don't think its actually tied to the VehicleUnitTypes.txt. Rather its the

Vehicle TopDown Picture Index

line in vehiclesizes.txt, which happens to be the same for all the fighters in stock. So this can be changed..

Captain Kwok September 26th, 2006 01:54 AM

Re: SE5: Limitations on modding unit graphics
 
That line actually refers to the little ship icons though used in lists etc.

What I suggested is that you have a second file like the [Empire]_shipset.bmp file with the top/bottom textures that can be referenced to by VehicleSizes.txt for "2D" combat versions. This way you can add extra images to the file for new vehicle types etc, as well as have a low graphics setting for combat.


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