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PostPosted: Sun Jul 11, 2010 5:02 pm 
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This is how I see the art assets working:

The ages themselves, if/when the client/server binaries and sources are released, will be hosted on a data server similar to what we have now when we first install Uru. We'll be able to download those ages from the data server and start our own servers with everything we need. The problem comes down the road.

Plasma is a wonderful, but finicky, engine. The more we update it, eventually, the ages that we download from the dataserver will no longer be able to be used. This is a sad fact. We've seen what happens when major changes to the client are made, and new plasma classes are added. The change from CC to MOUL made the CC files incompatible with MOUL and vice versa. This is why Drizzle exists. So that it could convert from various different clients to the other with relative ease. Our problem lies in that we don't have the art assests (The 3dsMax files for the ages) to recreate the ages if/when the time comes that we'll need to. If we tear out something as important as the physics engine and decide to replace it, every single one of the ages we have now in MOULa are useless. They will not work and won't be compatible. Which means we'll have to rexport new ones with the 3dsMax plugin (after we update that as well for the change). Doing so will REQUIRE the max models. There's no easy way around that. It's either we have max models to recreate ages, or Drizzle to convert them all to the new format. It's one or the other. That's a bridge that we will have to cross at some point, and Cyan's got to decide what they want to do when we come to that point.

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PostPosted: Sun Jul 11, 2010 10:38 pm 
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Joined: Sun Jun 27, 2010 1:41 am
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SCGreyWolf wrote:
and the source released as-is. Bink videos could be released in their uncompressed format to allow them to be played back in another manner.


You can convert bink videos to avi with the official tools(RAD Video Tools). They don't buy a bink License to compress videos in bink format. They buy it for the SDK that you use with your game so that the game can render the bink videos. Which means that they have to rip out sections of source code. Same goes with any 3rd party library which has a License which limits the usage to one product and/or one team.

I assume Cyan won't just rip out stuff and give out source code which won't compile (Tho it would actually be better that way as the community could get the game up and running by using free alternatives faster than Cyan could).

ChloeRhodes wrote:
The change from CC to MOUL made the CC files incompatible with MOUL and vice versa.

ChloeRhodes wrote:
If we tear out something as important as the physics engine and decide to replace it, every single one of the ages we have now in MOULa are useless. They will not work and won't be compatible. Which means we'll have to rexport new ones with the 3dsMax plugin (after we update that as well for the change). Doing so will REQUIRE the max models. There's no easy way around that. It's either we have max models to recreate ages, or Drizzle to convert them all to the new format.


If coded right then you could have MOUL being able to load the current MOUL ages as well as any ones which need additional stuff stored in the file. Simplest way is to just add extra information to the end of the file and have a new header at the end of the file which would say where in the file the extra information starts (If the new header didn't exist then MOUL would just load the standard information only). The only reason that CC -> MOUL didn't do anything like what i have suggested is that Cyan never needed to preserve backwards compatibility.

Note: I seriously doubt that replacing the physics engine for example would make every level incompatible. While i don't have a clue whats stored in the age files, whatever is stored in them should be enough to convert into whatever the new engine needs. All thats rearly needed is Mass, Weight and what type of collision to use. But id assume that information would be stored in the models rather than the ages(I.E Beachball model rather than what ages use it). The only thing the age should hold is the 4x4 Matrix for the objects Position/Rotation.

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PostPosted: Thu Jul 29, 2010 10:36 am 
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Joined: Thu May 11, 2006 1:47 pm
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I think Cyan should allow anyone 'Who has MOULa installed ' and is a member of a guild, (pre resquites)
Then should be able to use any of URU textures they want ( they have to sign a agreement that the textures will be used
ONLY for age creating porpuses and other game realated stuff.

You can still add your own textures to your age if you want to,
but they will have to be cleared first before being put on the live shard of coarse.

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UURU - KI - D'mala 00943458, TMP - KI 131549,
URU - KI - Atrus 03668735, Katran 00982487,
URUb - KI - 00356281


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