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3-D SPWAW...Thoughts from a 3-D Designer

 
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3-D SPWAW...Thoughts from a 3-D Designer - 10/6/2001 8:28:00 AM   
Chief Wiggum

 

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From: Cincinnati, Ohio
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Wow... what a nice bunch of posts from hardcore SPWAW game players.
No doubt SPWAW is the best tactical game out there You may have
heard rumors that my company is creating 3-D models for the entire
SPWAW interface. These rumors are true and we are doing it for free. Eclipse Graphics creates alot of 3-D game models for games you have probably
played. Anything from industrial modeling and animation to game models.
And I can tell you, 3-D modeling takes alot of time, money and nerve. Not to
mention patience. LOTS of patience Let's actually take a look at what 3-D rendering really involves, so
you can make your own desicion on what you would like SPWAW to evolve
into. 1) In general, the smaller the game, the better suited it is for
a 3 dimensional format. SPWAW is gigantic in nature of units alone,
not to mention individual weapons, people and buildings. building
models for a ton of different countries would be and absolutely HUGE
endeavor. It would take a TRULY dedicated staff to create every single
model needed for every single country's tanks alone. 2) Indivual weapons are number in the high hundreds for SPWAW. SPWAW
models each individual weapon for each country that participated in
WWII. Modeling infantry, crew and other individual weapons would be a
logistical nightmare. It would take a year alone to design, texture,
render and post produce these weapons. And then there is the actual
hard coding for the weapons. Let's not forget the unforseen glitch factor
in the models that could completely screw up the entire design process. 3) A computer system can only handle so much 3-D information. Add in all
the seperate models, and then add a truly HUGE 3-D enviroment, and you
spell disaster for the gamers with slower machines. Imagine running something
like Combat Mission with the SPWAW scope of terrain and units. Even IF you
could run it, would you want to? It would run like mud through an oil filter. 4) Let's assume you could build all the models for every single country
and every single crew, infantry and SPEC infantry weapons, AT Guns,
artillery peices, tanks, character models, building models and terrain before
your expected launch time. Now comes the textures. Texturing models is one of the nightmares in the
3-D rendering world. You would need a truly gigantic texture library and lots of artists
to compliment the job at hand. Texturing all these peices and models would
take a lot of time to make, code, test and release. 5) Next comes all the hard coding and software development. KEEP IN MIND, each
type of rendering software out there has different needs and restrictions. OPEN
GL is the most widely excepted 3-D coding as the coding of choice. But as nice as
OPEN GL really is, anyone with a different card other then 3DFX will run into trouble.
A gaming company MUST find a software renderer that will run their program the best,
and will have to custom tailor their game to those software restrictions. Being chained
to rendering software can really put a clamp on your video game design. 6) Next comes the favorite and most wonderful of all. Beta testing.
This can kill a game quicker then an angry wife. Beta testing must be done a
very particular, and close way. Many different computer systems have to be running
the game to really understand how it will run overall. Sure a 3-D game may run like
a bolt of lightning, but what about a P250 with no video card, and is that acceptable.
Ironing out bugs is only one part of beta testing. It also reveals what your
computer restrictions you will have to deal with. A game is no good if it only
runs on 1 out of 25 sytems sustaining the game. You can kill your target audience
making a 3-D intensive video game. After all that is done, it is up to the developer to pay it's employees, pay for
it's hardware, system time and marketing costs. All in the hopes that their 3-D
game will actually be adored by their fans. It's very tricky, and a company can
go bankrupt just attempting to convert a game into 3-D. It's a gutsy move, and
one that is extremely costly. A video company had us design FLAK-88mm anti-tank gun. This cost this company 500 bucks.
We invested over 19 hours into it's design, rendering and sub animations. We could
have easily quoted this company more, but since all of us at Eclipse Graphics are game
fans, we couldn't We later got a contract from them to make 30 more models. The
cost was astronomical. 3-D isn't cheap It's more or less how pretty you want to
make your game. A tactial simulation doesn't need to be pretty. A tactical sim needs
information, depth and playability. Me personally, sure I would love to see SPWAW converted into a 3-D game. Is it
reality for me to expect that the SPWAW 3-D game would run as quickly, have as much
information and scope? I would be KIDDING myself to expect as much. Thats just the
way it works. As I said, we are 3-D rendering a new interface and buildings on our
own, for free. That is as far as we are going right now. This of course will be
free for all SPWAW gamers. I posted something on this...but not too many people
really showed interest, so it's a quiet operation right now with our staff and
storyboarders. We expect great things from our new interface! I say, enjoy SPWAW as a 2-D game. It's actually quite nice to go back to a game with
depth, scope and enjoyment. No killing aliens, no personal nuclear devices. Just
tactics, realism and fun. That's what gaming is about. Sincerely and best wishes,
Mike Sansone, Pres.Eclipse Graphics
Eclipse Graphics Staff
Eclipse Graphics Fallen Firefighter Art Fund (PLEASE VISIT THIS!) Eclipse Graphics
"3-D solutions for a 3 dimensional world"

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Post #: 1
- 10/6/2001 8:35:00 PM   
ruxius

 

Posts: 909
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From: ITALY
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I will write a note to you later..now let me tell you HURRAY !!! A very skilled soldier here in the SPwaw universal homeland..nice to have you with us !!

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Post #: 2
- 10/7/2001 8:38:00 AM   
Chief Wiggum

 

Posts: 61
Joined: 7/16/2001
From: Cincinnati, Ohio
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THANK YOU!!!!!!!

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Post #: 3
- 10/8/2001 1:16:00 AM   
RockinHarry


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Have some example SPWAW renderings for us?
A picture tells more than a 1000 words.... _______________
RockinHarry

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RockinHarry in the web:

https://www.facebook.com/harry.zann

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Post #: 4
- 10/8/2001 5:16:00 AM   
Chief Wiggum

 

Posts: 61
Joined: 7/16/2001
From: Cincinnati, Ohio
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Yes, we plan to release the newly created Button Interface (Main Screen) Along with some high resolution production stills within a day or so. Keep an eye out on this message board on a new thread within 1 day. We hope you enjoy them
Sincerely and best wishes,
Mike Sansone
AKA: Chief Wiggum

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Post #: 5
- 10/8/2001 7:30:00 PM   
parusski


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Chief Wiggum, I do have "some" interest in 3D graphics for SPWAW. But like you I realize the limitations with such a huge game. Most of us love the game as is. However, it will be interesting to see what you folks do. Good luck.

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- 10/8/2001 7:34:00 PM   
Chief Wiggum

 

Posts: 61
Joined: 7/16/2001
From: Cincinnati, Ohio
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Please keep in mind, These design changes will be for the INTERFACE only. No actual units will be modeled in 3-D. Only the interface and it's surrounding areas. We hope to post some 3-D renderings soon (Today or tommorow) but this is a "Backburner" project. We will do our best to get some shots out soon! Mike Sansone
Chief Wiggum

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Post #: 7
- 10/9/2001 6:03:00 AM   
ruxius

 

Posts: 909
Joined: 5/5/2000
From: ITALY
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Chief , my concept is simple...to build everything there must be a top engineer..and a lot of workers who execute what is planned by the engineer...
Now as your words say..you don't have to teach but enlighten your students..
You told us you are working for free..and most important..YOU KNOW HOW TO DO IT....have you see the Wild Bill tutorial some time ago ? it gave a lot of people the opportunity to learn how to match an editor... We now are 4200 or more..here you will find some volunteers for your tutorial..designing 3d models for SPWAW...
tell to us which program to look for..
PaintShop Pro ? Paintbrush ?
You will surely find someone who will try to help you..when you talk about 3D which kind of 3D are you referring to ?
Anyway..look at Fred Chlanda..Ectizen..Mike Amos..and many others who gave their experience
to enhance SPWAW...you too can do a lot...
DARE !

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Post #: 8
- 10/9/2001 9:28:00 AM   
Chief Wiggum

 

Posts: 61
Joined: 7/16/2001
From: Cincinnati, Ohio
Status: offline
I COMPLETELY agree with your statements sir. Tenfold. 3-D design in nature is not as difficult as it is time consuming and fustrating. Interestingly enough, we did try to enlist the help to convert our 3-D modeled roof assemblies, ground structures and LIMITED armor into SHP file format. This person left us high and dry with no where to go. Unfortunate. As for 3-D rendering, our ENTIRE staff are willing to help in any way we can. We can teach you if you have the software, we have entire Tutorial sections in our Eclipse Graphics Staff Forums. Anyone that is willing to take the steps nessecary to learn 3-D rendering, graphic design and so forth have our complete support and all of our resources available. If you or anyone for that matter, wish to help, assist or help code our 3-D enviroment, you are MORE then welcome to hop aboard as a conversion consultant of Eclipse Graphics. Let me talk a bit more in depth about what comes with the responsibility. 1) We are looking for just about anyone with 3-D rendering, texturing or coding (Hard) for our new interface and models. Also, we are looking for SHP conversion artists that can help us better understand the Pallette system and support for it. This is not a weekend thing. Anyone that is willing to help must be dedicated, skilled and willing to communicate with our Staff many, many times during the week. 2) You don't understand 3-D. Thats fine, we will teach you. We will instruct you on 3-D software purchases and offer more support then you can handle. Anything you need, we will provide (Except the software of course). Anything from tutorials to models. 3) We hope to opening a sister site on our CIS (Company Internet Server) Dedicated to this project within the coming days. Your name, contact info and work will be posted on this server. We have staff dedicated to website construction and development! Of course, you will get a free limitless file transfer Email account with us, along with ALL of our staff email addresses for support. 4) You also will have the first look into our company designs, video game designs, animations and company designs that the public never sees.
As I stated before, we gave one person a shot, and that person left us high and dry. It's not that we won't teach or help others, it's simply if other's want to help us. We love the support of talented designers and the support of the general gaming public. In fact, is rather humbling and what makes all this work worthwhile We are here, have no doubt.....we are
Sincerely
Chief Wiggum
AKA: Mike Sansone


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Post #: 9
- 10/10/2001 3:32:00 AM   
ruxius

 

Posts: 909
Joined: 5/5/2000
From: ITALY
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*******************************************
Heard anyone ?
Did you understand how much is offered ?
*******************************************
Ok let me say something about me and then we will talk about strategy :
I am starting this year my last year at the university ...computer science...I have some exams back and if I will do my best this year I have good chance to complete the job within 2 years...
The best efforts belong to the next six months..
till that day I will know better about my situation..
I am a person who applies one main principle to all the things he does : "never speak more than you can realize !"..I always try to follow this idea...so even if I am strongly interested in your offer I would lie if I say I can follow you in this project..
I am enough honest to say the truth..on the other hand I am happy about what you wrote..it's a question of time..and soon I can join the project and give my free contribution to it And now about strategy... People here is the 'resource' you need..
think to these two comparisons..
1) mining
2) pyramids A precious metal: engineers have to find a way to mine metal from rocks....tasks should be split in hyerarchical levels for parallelizing jobs.. and that's the point.."collaboration"... You are at the top of the pyramid..and the resources are scattered along a lot of terrain.. That's to say you have to enrole a larger base of supporters...each dedicated to a little specific part of the whole mechanism...that way a huge project can be realized and at the same no much efforts are required for the single supporter.. Since here you can find a lot of people , I think there is not too much leeway for expecting enough help from a single supporter..at least people is here for having fun..they have their work and they have limited spare time to put here...
they want to play SPWAW maybe more than give it a new dress...
Thus while still looking for specialized helpers like the ones I mentioned befor (Ectizen,Warhorse,Amos,ecc.)don't forget that you can gain something from the community if you succeed in organizing the project into a pyramidal level of tasks..
BASE LEVEL : people who knows anything about a 3D in a whole..for them a basic tutorial..but only what is enough to have the minimum help to start...they have only limited tasks and their contribution requires a very few of time..what they can do to help the project ? I don't know because I don't know the steps required by this project..but maybe they can look over the net for the colours or the dimension of a tank..ecc.ecc.
In some way they must collect and organize info that can be used by the : FIRST FLOOR LEVEL : here a little more time is needed for collaboration...they try to work on a graphical software doing one particular task.. and so on..each group is coordinated by you ..they have tasks and dates to respect to help the whole project growing up.. Brief tutorials for each level so that you do not have to do too much efforts in organizing...and different number of members for each group of supporters so that you will not be stopped from people dismissing... Of course HIGHER LEVELS may regard people who are interested in doing more than the others ..when I will be further with my exams this experience may be useful for my professional profile...
In a military metaphore to build an army you will need soldiers and generals..and their tutorial will necessarily be different..but you have to organize barracks and things to learn for everybody.. I don't know what Wiggum is..but Chief is already a 'sign'...don't forget :-)))))
Bye [ October 09, 2001: Message edited by: ruxius ]



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Post #: 10
- 10/10/2001 6:01:00 AM   
Tombstone

 

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I don't think you realize the scope of the task you are referring to. The resources you would need to model everything in SPWAW with the right format, with economy in mind, and still look alright is not a task that people off the street can help with. 3D modeling is no simple task. It requires a decent machine, with expensive software and a fair amount of training. The task of making playable models of everything that SPWAW has to offer (not even considering the terrain) is beyond the scope of what most software developers out there can accomplish... The pyramids needed a lot of unskilled labor and it wasn't easy. This requires a lot of skilled and supplied labor (with a lot extra time on hand), not gonna happen. Tomo Tomo

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- 10/10/2001 7:37:00 AM   
Chief Wiggum

 

Posts: 61
Joined: 7/16/2001
From: Cincinnati, Ohio
Status: offline
As I said Before.............................................................................................. Please keep in mind,
These design changes will be for the INTERFACE only. No actual units will be modeled in 3-D. Only the interface and it's surrounding areas. We hope to post some 3-D renderings soon (Today or tommorow) but this is a "Backburner" project. We will do our best to get some shots out soon!" Mike Sansone
Chief Wiggum

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Post #: 12
- 10/11/2001 9:28:00 AM   
sebagonzalez

 

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From: Uruguay
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I would love to help in anything. I dont know anything about 3d work so if u can link me to tutorials and all this count with me. drop me an email for more info

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Post #: 13
- 10/11/2001 10:28:00 PM   
Hauptmann6

 

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From: Portage, MI
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Chief, whould that 88 have been for WWII Online? I can understand if you have an NDA about it, but I am interested as I am a player of it... If it was for CRS software, what else did you make??? I would love to know what they have in store for us... hehe Haupt

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Post #: 14
- 10/12/2001 12:49:00 AM   
ruxius

 

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Yes ..have you got any tutorial to be studied at one day per week ?
Another thing..when you say interface do you refer to the screen menu ?
why did you decide not to to 3D shape models which can replace the 2D actual models for terrains and units ?
As you can see here can be found people who may be interested in any project..you must give them time according to their possibilities..
Bye

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Post #: 15
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