Josh wrote:
What do I want to know about Homeworld's interface? Mostly how the camera works in comparison to FO, whether we have a full 3D battlefield, how close we can zoom, whether panning and rotating is allowed, etc. Another useful thing to know is what kind of buttons Homeworld had, which would come in handy if I wanted to use examples for the combat UI. I don't remember anything about that.
You can rotate and pan in Homeworld and we will need this too. You can select objects and choose them as the new rotational center by hitting spacebar AFAIR.
We don't have a 3D battlefield in freeOrion, but rather a 2D battlefield, layout out in 3D space. I am hoping for some pseudo 3D, meaning some variance of height, so that ships can fly on top of each other. This might provide some additional game play values as well. Although it is possible to choose a certain height in Homeworld, everything still played basically on a 2D plane. This makes navigation and orientation a lot easier.
There haven't been to many buttons, besides the build menus, which we don't have. Selecting and ordering was done using the mouse buttons. Selection grioups could be created and selected using some number keys.
I assume, that in freeOrion, unlike in Homeworld, formations and such will play an important role. Also there might be more options, than just attack(fire with everything you have) the enemy. Is the player able to selected specific parts and use them?
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Anyways, I forget exactly what kind of models the graphics people have to come up with. Is it 6 ships per race or 4?
My aim for 0.4 is 6 hulls for 2 races(12 alltogether). Since we don't have any races, those could be assigned arbitrary to the empires.
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I was thinking about this in relation to concept designs, and then lag, which prompted this thread. I figured somebody is going to be modeling ships sooner or later I was just wondering what would be an effective way to go about making these models. From what your saying it sounds like Ogre has got it under control; there is no need to give very small ships their own extremely low poly or flat 2D sprite treatment instead of a 3D rendering.
We're going to do it similar to Rome:Total War?
It still makes sense to keep the polygon amounts reasonable and it still makes sense to use sprites for small things like missiles or other weapons. I haven't seen the Ogre LOD in action yet, but I don't trust it too much. We don't need to create multiple meshes per hull, but we shouldn't use 3D meshes for every tiny detail either.
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Unless of course you DO want to treat 2D sprites like Supreme Commander did, which is a topic for the 0.4 Combat UI thread.
Yes, I do, if you are talking about the mesh replacement by icons when zooming out.