> Perhaps I should say something more about my plans. > I realized a while ago that moving over to WZM all at once would be > really difficult, due to the incredibly complicated model drawing > system in Warzone. So I began upgrading PIE models and drawing code > simultaneously bit by bit. > Removing support for the face full flag was the first step. PIE3 was > the next, basically just a way to define what parts of the old PIE > format that is currently supported. Then I removed all duplicate > vertices in existing models.
I'm totally agree with a step-by-step methods, it's just we shouldn't force all old/new models to comply with the development version of PIE/whatever new model, if only for testing purposes... > To be done: > - precalculate the tex coords used for frame animation and team colours. Umm.. Could you clarify a bit, please. Is this related to uv coords PREcalculation for usage pie_Draw3DShape2() ? I assume we shouldn't worry about team colours(tc) anymore, right? Let the old code for PIE2 tc be there without changes, and when we'll enough new art the problem will be solved by itself. > - tessellate all non-triangle polygons in existing models, and remove > support for them (planned as PIE4) This would be done in exporter program/script, correct? > - add clipping to in-game structure menu to cut off z-direction less > than zero polygons > - add art rework of all defensive bases so that they plunge through the > ground As I understand that should solve stretching issues without involving shaders. And I saw some art for this already exists... > And probably some things I've forgotten. At the current rate these > plans will be finished (if done by me) at the same time to world ends > in 2012 (if that movie is to be believed). Looking back, I'd say you're an optimist :) _______________________________________________ Warzone-dev mailing list [email protected] https://mail.gna.org/listinfo/warzone-dev
