Call out to all D2 level designers (old and new)!
I would encourage you to think a little more about the color schemes of the robots. While they all look pretty good individually, when you start seeing them interact together in the mine, I have a feeling that their styles are going to clash.
I think the Descent 3 approach of building robots based on purpose works well. Security robots, miner robots, utility robots, and so on. Within each class, there were similarities. Tubbs, Gyro, and Orbot had very different models, but their texturing was consistent with the security theme - blue, gray, and spinning emergency lamps.
Descent 2, while lacking the explicit robot classes, tended to have robots that complemented the level's scheme. Blue, brown, and green robots in Quartzon, icy blue and white robots in Limefrost Spiral.
Either way, err on the side of muted colors. These are meant to be dirty mining machines, after all. The PTMC is not responsible for putting a fresh coat of firehouse red on every new unit.
I think the Descent 3 approach of building robots based on purpose works well. Security robots, miner robots, utility robots, and so on. Within each class, there were similarities. Tubbs, Gyro, and Orbot had very different models, but their texturing was consistent with the security theme - blue, gray, and spinning emergency lamps.
Descent 2, while lacking the explicit robot classes, tended to have robots that complemented the level's scheme. Blue, brown, and green robots in Quartzon, icy blue and white robots in Limefrost Spiral.
Either way, err on the side of muted colors. These are meant to be dirty mining machines, after all. The PTMC is not responsible for putting a fresh coat of firehouse red on every new unit.
I'll need to see where they end up first - changing the textures is a fairly trivial task. If I remember correctly it's even possible to use different textures in different levels.
It would be great if I could bake textures here, but sadly the library is too small in regular D2.
I'm seeing that there are two specific textures that contribute a long way to the believability of these machines though. The more of them I use, the better it looks. Good old grungy metal.
It would be great if I could bake textures here, but sadly the library is too small in regular D2.
I'm seeing that there are two specific textures that contribute a long way to the believability of these machines though. The more of them I use, the better it looks. Good old grungy metal.
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Re:
Regarding one of the custom bots causing program crashes when using in a robot generator: DF, if you send Diedel a test level where that bot gets spawned. He is willing to will look into it and fix it, at least in D2X-XL.DarkFlameWolf wrote:I heard the Bolas still crashes the game when spawned from robot makers.
EDIT:DarkHorse wrote:Apparently that mesh had all of the quads become triangulated. I'm quite surprised that any of these are getting anywhere near 200 faces, but I suppose it's an easy limit to exceed.
The polygon limit in Polytron (model editor) is 400, but judging from the D2X-XL code it is 32767 for all Descent 2 versions.
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true, but we're going nowhere near that limit with these robots because we want people to play this with any version of Descent 2. Anyhoo, I'm having a few issues with the robots meshing together in one HXM file and in the levels. Hopefully once they are all done and incorporated into one HXM file, I'll send it to Sirius/Darkhorse and see if they can make them work.
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If you can change the textures depending on the level, then why don't you texture the robot differently for each D2 \"theme\", and maybe give them different weapons for each theme while you're at it?
Just a suggesion.
BTW - I really like the robot designs, and now that I have D2X-XL working, I'll even be able to face them.
Just a suggesion.
BTW - I really like the robot designs, and now that I have D2X-XL working, I'll even be able to face them.
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no they are not in their final order, I'm actually awaiting Sirius' final level and Wishmaster's final levels before I arrange them. We'll fit in the secret levels later as we see fit, but I want all 'main' levels so I have a better idea of how they will all fit together. I'm also awaiting an update for a level from Pumo.
As for robots, what do you mean about 'suiting' HXMs to each level? Are you placing the robots in the levels or...? I'm confused there. I have a robot line-up and weapon line-up for the entire set, so I'll send that over your way if that is what you were planning to do.
As for robots, what do you mean about 'suiting' HXMs to each level? Are you placing the robots in the levels or...? I'm confused there. I have a robot line-up and weapon line-up for the entire set, so I'll send that over your way if that is what you were planning to do.
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yes, robots to the secret levels, but they will be way more specific in terms of which robots go in which level. For example, my Rolly Polly secret level will probably only have echoes (red hornets) and mantids (diamond claws) with lava replacement textures on them to fit with the level them.
How's this, I'll plug in robots to every level based on my original list that I've sent you. I'll also send you lists of when each robot will be introduced and when each weapon/missile will be introduced. Then you go in and replace the robots with their 'replacement' models you made for them. Since I'll be putting robots in the order you'd find them.
How's this, I'll plug in robots to every level based on my original list that I've sent you. I'll also send you lists of when each robot will be introduced and when each weapon/missile will be introduced. Then you go in and replace the robots with their 'replacement' models you made for them. Since I'll be putting robots in the order you'd find them.
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Re:
The limit is fairly high, I think - at the very least I've never seen anything break it yet. But there are a couple more practical considerations that limit how large you can make robots; firstly, because the polymodel data structure uses 16-bit internal pointers, the further the model goes over 64 KB, the more likely it is for these to break. You would need probably in excess of 1000 polygons to do that though.Aus-RED-5 wrote:The polygon limit in Polytron (model editor) is 400, but judging from the D2X-XL code it is 32767 for all Descent 2 versions.
There's a much tighter limit, however, when it comes to robot generators; robots with too many more than 200 polygons will crash D2 (ANY version - it crashes XL as well) when they're spawned, while they start rendering funny if the number of points exceeds a similar mark. At least that happens for single-submodel robots - if they have more than one and > 200 polys, D2 just seems to stop rendering submodels after that limit is exceeded.
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Status on levels:
Wishmaster - last level missing in action, level designer not responding to comms.
Pumo - final change to ice level to be made into a boss level not done, still awaiting word from level designer, may have to do it myself if can't be done.
Sirius - no word on 5th level or its progress. Secret level progress unknown.
Darkhorse - Done with all levels and just recently submitted a rockin' 898 cube secret level wonder I'm still boggled how it all works.
Alter-fox - Done with his lone level.
DarkFlameWolf - Done with all levels.
Robot updates haven't been as frequent lately, possibly due to more hectic real life for Sirius.
Wishmaster - last level missing in action, level designer not responding to comms.
Pumo - final change to ice level to be made into a boss level not done, still awaiting word from level designer, may have to do it myself if can't be done.
Sirius - no word on 5th level or its progress. Secret level progress unknown.
Darkhorse - Done with all levels and just recently submitted a rockin' 898 cube secret level wonder I'm still boggled how it all works.
Alter-fox - Done with his lone level.
DarkFlameWolf - Done with all levels.
Robot updates haven't been as frequent lately, possibly due to more hectic real life for Sirius.
- DarkFlameWolf
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Wow, those robots looks superb!
I want to make hi-quality robots like those for my mission
(and i'm trying to )
Anyway, i've finished the boss arena for my Ice level DarkWolf, so check it out
I want to make hi-quality robots like those for my mission
(and i'm trying to )
Anyway, i've finished the boss arena for my Ice level DarkWolf, so check it out
[Pumo software main website] - Pumo Mines current release: v1.1 (12 Levels) -- [Official R.a.M. Land's website] (You can find my music here)
- DarkFlameWolf
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whew, Sirius has some catching up to do! lol
I still need a few adjustments on the Kalki that Sirius knows of at the moment.
Also, Sirius, was that last level supposed to be a boss level? If so, Pumo gave me a ice boss level a while back. If it isn't too much trouble, we can just replace textures to make it fit another theme and keep it a boss level and replace textures for an existing level to be an ice level to replace yours in the ice section. We'll eventually work this all out of course, but want to get clarification on if your recent was a boss level.
I still need a few adjustments on the Kalki that Sirius knows of at the moment.
Also, Sirius, was that last level supposed to be a boss level? If so, Pumo gave me a ice boss level a while back. If it isn't too much trouble, we can just replace textures to make it fit another theme and keep it a boss level and replace textures for an existing level to be an ice level to replace yours in the ice section. We'll eventually work this all out of course, but want to get clarification on if your recent was a boss level.
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