North Mako Reactor Bridge (Q-Gears)

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The modelling approach for making directly-usable 3d scenes for Q-Gears would have to be different from the one used for rendering 2d backgrounds. Basically, for rendering 2d backgrounds, we can model without much care about poly counts/mesh optimization - real-time 3d scenes would be a different story. The other matter is about lighting and shading, since the renderer you would be using (Ogre) does not necessarily support the same shaders which a 3d-modelling software would. 
Not to forget that we need a strategy for textures. We can't have for all scenes separate textures, this would explode the size of the game somewhat. Not that I wouldn't like 3D scenes but we would need an editor tool to create them.
Could we use the file system of a popular game engine which has already such tools?
 
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If it were still alive I would like to vote for the Luminous engine, the other possible interesting and more feasable option could be UE 4.
These options might need some rework of the currently created code, just a tiny I would guess.... ;)

But that would mean for me that I need some better hardware then I currently have...
 8-)
 
I know this things. But if we want - we could do it. It's still needs some work with camera though.
A non hackish way of implementing this would be awesome , my hackish attempt at porting a 3d scene into qgears was met with a few issues, namely lighting and writing appropriate shades to preserve the 'feel' of the scene.

Another worthwhile challenge would be support for full (non tiled) background images
 
Another worthwhile challenge would be support for full (non tiled) background images
You can do it right now. I export it as tiles just because it's easier for me. I can export whole background as one image. Problem is that some tiles in ffvii has dynamic depth which is controlled from script. So I don't see any benifits from creating whole image. Better thing will be create an editor that allows set depth and tiles more naturally. Edit xml is pain in ass )
 
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I think modelers have been making the case that for new renders, such as the very cool one in this thread, adding the additional step of converting to tiles and having to model around the current depth/layer data, adds some limitations and frustration to the modeling process.
 
You can do it right now. I export it as tiles just because it's easier for me. I can export whole background as one image. Problem is that some tiles in ffvii has dynamic depth which is controlled from script. So I don't see any benifits from creating whole image. Better thing will be create an editor that allows set depth and tiles more naturally. Edit xml is pain in ass )
Can you export from blender in tiles? Im really looking for a way to do this?  And also generate the XML from the depth info?
 
The way I generate the tiled images is by combining the layers in Palmer, then "Write modpath textures". It's not something you get straight out of Blender.
I think that KnifeTheSky77 meant about removing the constraints from how backgrounds are currently tiled, and have full control over what layers can be displayed and where. My current work on finalizing my fields has shown how much limiting that can be.
 
The way I generate the tiled images is by combining the layers in Palmer, then "Write modpath textures". It's not something you get straight out of Blender.
I think that KnifeTheSky77 meant about removing the constraints from how backgrounds are currently tiled, and have full control over what layers can be displayed and where. My current work on finalizing my fields has shown how much limiting that can be.
I know you can do it in Palmer but you need an XML file that has the texture coordinates so it can "untile" it and display it properly.
The XML looks like this and I was wondering if you could auto generate it


<background2d image="maps/ffvii/field/startmap.png" position="0.0115064 -0.301172 10.3248" orientation="0.999969 0.00701926 0.000122074 0.00256355" fov="30.7098" range="-3072 -3072 3072 3072" clip="960 720">
    <tile destination="-480 -384" width="48" height="48" uv="0 0 0.0625 0.0625" depth="999" blending="alpha" />
    <tile destination="-432 -384" width="48" height="48" uv="0.0625 0 0.125 0.0625" depth="999" blending="alpha" />
    <tile destination="-384 -384" width="48" height="48" uv="0 0.0625 0.0625 0.125" depth="999" blending="alpha" />
    <tile destination="-336 -384" width="48" height="48" uv="0.0625 0.0625 0.125 0.125" depth="999" blending="alpha" />
    <tile destination="-288 -384" width="48" height="48" uv="0.125 0 0.1875 0.0625" depth="999" blending="alpha" />
    <tile destination="-240 -384" width="48" height="48" uv="0.1875 0 0.25 0.0625" depth="999" blending="alpha" />
    <tile destination="-192 -384" width="48" height="48" uv="0.125 0.0625 0.1875 0.125" depth="999" blending="alpha" />
    <tile destination="-144 -384" width="48" height="48" uv="0.1875 0.0625 0.25 0.125" depth="999" blending="alpha" />
    <tile destination="-96 -384" width="48" height="48" uv="0.25 0 0.3125 0.0625" depth="999" blending="alpha" />
    <tile destination="-48 -384" width="48" height="48" uv="0.3125 0 0.375 0.0625" depth="999" blending="alpha" />
    <tile destination="0 -384" width="48" height="48" uv="0.25 0.0625 0.3125 0.125" depth="999" blending="alpha" />
    <tile destination="48 -384" width="48" height="48" uv="0.3125 0.0625 0.375 0.125" depth="999" blending="alpha" />
    <tile destination="96 -384" width="48" height="48" uv="0.375 0 0.4375 0.0625" depth="999" blending="alpha" />
 
I'm afraid I don't know how to generate these XML files. One thing though: the indication about how to tile the images (probably the "tile destination" stuff in the XML) is scene-specific, so I would guess the information comes from the LGP files already in the game.
 
I was wondering if we could generate that information from blender in the same way we render different layers of the image so certain tiles are behind others
 
For QGears we can probably just use a depth map, but there is no point looking at that till the field is almost 100% complete.
 
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