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Makeship
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Last modified on 10/12/2018 12:46 PM by User.

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Makeship

Setup has been moved ... the rest of this is for posterity (including CTY deprecation decision)

Makeship is an asset, there is a lot of customization potential there rather than being boxed in with Autodesk, et. al.

One problem with Makeship is that it is DirectX 9 and won't be able to use the shaders for DirectX 10?  This is a big problem.  I want to do specular highlights, materials, displacement maps for barnacles, and line textures for ropes and supports.

Proposed directory structure:

Maybe I can configure a "root" folder for Makeship purposes... it won't be able to see or access anything below the "root" folder but that could be C:\Ian's Folder\Unistellar\Construction\Models\ but the problem is when I need to grab an asset I have have to wade through the levels... but I could also probably map a drive on my machine which automatically starts in our "root" folder... so...

  • Miners
    • Buildings (ASM's in this level)
      • Modules (WLD's in this level)
      • Textures (BMP's in this level)
        • Assets (PSD's in this level)
    • Vehicles (ASM's in this level)
      • Modules (WLD's in this level)
      • Textures (BMP's in this level)
        • Assets (PSD's in this level)
    • Weapons? 
    • People?
  • Pirates
    • Buildings (ASM's in this level)
      • Modules (WLD's in this level)
      • Textures (BMP's in this level)
        • Assets (PSD's in this level)
    • Vehicles (ASM's in this level)
      • Modules (WLD's in this level)
      • Textures (BMP's in this level)
        • Assets (PSD's in this level)
    • Weapons?
  • Company
    • Buildings (ASM's in this level)
      • Modules (WLD's in this level)
      • Textures (BMP's in this level)
        • Assets (PSD's in this level)
    • Vehicles (ASM's in this level)
      • Modules (WLD's in this level)
      • Textures (BMP's in this level)
        • Assets (PSD's in this level)
    • Weapons?
  • Environment
    • Clouds
      • Lightning
    • Surface?
    • Starfield
      • Sun
  • Simulator
    • WLD/ASM related to the Dropship interior monitors, frustum, CADD

I am thinking the Website would be a separate repository since it includes code... but that means you would have to send me assets and I would be responsible for version control and deployment.

That would keep the textures and modules separate for distinct looks?

Dropping support for CTY? Yes, that is done.

Extending support for animations - what do we need?  We need to be able to connect pieces of polygons to one another and allow the texture to stretch and shrink and warp in response to the skeleton.  Ian is making a polygon shell of a person which we will then practice with animating using super new cool techniques.

I would LOVE to keep as much IN MAKESHIP from weapon animations, upgrades, specular stuff... materials, environment map.  What do we need?

Which of these do we need to address going forward?

  P ID US$ # Category Severity Status Updated  Summary
  0000618   1 General assigned (lambert) 2012-07-11 Distinguish building components from vehicles
  0000609   2 Vehicles discussion (lambert) 2010-06-21 Toggle use of full 8-bit depth of alpha channel
  0000634     People new (reskin) 2010-06-09 Animation
  0000570   1 General new (reskin) 2010-05-25 Numerous options available with no object selected
  0000408     CVS new (reskin) 2010-05-17 Previous version, compare, and restore
  0000619     General new (reskin) 2010-05-14 ASM/CTY output directory for DDS with export DDS option
  0000593     Vehicles new (reskin) 2010-04-09 Transparency type of vehicles with alpha inop
  0000455     General new (reskin) 2009-08-05 Cannot export the custom canvas to PSP
  0000309   1 General assigned (reskin) 2009-04-06 Alpha masked windows add several new features
  0000327   1 General assigned (reskin) 2009-04-04 Need to propagate the alpha channel through MIP layers
  0000381     General new (reskin) 2008-11-07 Select/persist spawn points on RTSPS
  0000380     General new (reskin) 2008-11-07 Digital graph paper
  0000281     General new (reskin) 2007-11-08 Add bounding boxes as an option for collision detection