Brad Wardell's site for talking about the customization of Windows.
Published on December 26, 2008 By Frogboy In Elemental Dev Journals

When looking at the graphics in Elemental as we show them, there are two things to remember:

1. We're over a year away from release so we're talking very preliminary artwork.

2. It's a strategy game not an RPG so the units aren't going to have the kinds of detail that an RPG has because we have to display thousands and thousands of these units on screen.

So the other day we discussed how equipment being added to your units would work with the Intel Havok physics engine. The idea is that when you add armor to a unit or  other equipment that it wouldn't just be some sort of texture blend as seen in most traditional 3D games but rather the equipment mixes and matches with physics being applied.

The trick here is performance and obviously this would not be displayed on lower end machines (the graphics would just stay together like in most games). But the idea is to future proof the game and provide some visual candy and greater immersion as people see their created units doing their thing.

It's worth noting that one could just play the game zoomed out in the cloth map and never even see an actual unit so people who don't care about this kind of thing don't have to look at it.  But people (like me) who really like seeing their units in action can watch the units go into battle.

For this video below, we took a horse and equipped it with horse armor to show how it worked together.

Video: http://draginol.stardock.net/videos/physics.wmv


Comments (Page 3)
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on Dec 28, 2008

alway
I have one question about this though... What if the armor doesn't fit? For example, the rear armor plate of that horse does not look wide enough to fit on a bear or other wide mounts. The armor on that horse looks very much like it is tuned specificly for horse, what sort of system would be used to adapt it for other mount shapes? Would the game alter the armor to fit another body shape? After all, as I understand it the whole purpose of this system is to fit different (player made) armor models on to various (player made) mounts, and if the armor does not adjust to the mount it somewhat defeats the purpose.

It's not necessarily as hard as it sounds. All that is required is a form of scaling/fitting system for the seperate "plates" or an armor model. Somewhat like scaling and attaching certain "plates" for certain parts.

Of course, you can't do that for -every- possible shape, without it coming out looking like spandex.

on Dec 28, 2008

Very nice, I can't wait to play with the unit creator in Elemental. 

on Dec 28, 2008

Luckmann

Of course, you can't do that for -every- possible shape, without it coming out looking like spandex.

Well... Spandex is good enough for superman...

on Dec 28, 2008

alway

Quoting Luckmann, reply 6
Of course, you can't do that for -every- possible shape, without it coming out looking like spandex.

Well... Spandex is good enough for superman...
Yes, but not for ubermensch.

on Dec 29, 2008

Impressive. Can't wait to see more.

 

Hail the frog!

 

 

on Jan 01, 2009

very nice brad.  there are some engines out there that use attachment points to equip props onto 3d character models to give modelers a consistent anchor point...are you guys doing something similar?  I've seen some rpgs that do use separate models for props, but haven't read about any that simulate the props with full physics (other than capes), so that sounds like an addition that adds alot of nice aesthetics I think. 

maybe add scaling dimension information for each limb in your own model format so you can have one piece of art for each unique prop and still have it apply across different (non-uniform) scales of characters too.

 

-rattasak

on Mar 30, 2009

I have a question about the player created content.  Other posts have mentioned that the Devs expect to see player made elves and dwarves soon after release.  And from this thread I can imagine we will see armored bear mounts for our heros and giant gravity bears wrestling dragons to the ground.

Is it known at this time what tools the players would need to have to create graphics?  Will they needs something specific like 3DSmax or Maya.  I would assume most folks wouldn't have the thosands of dollars to spend on those programs.  There are programs like Blender that will let you create graphics for free.  The shortfall on Blender is historically it's hard to get graphics created in blender to the game in question.  In NeverwinterNights2 you could create graphics but were unable to transfer over the animations and Team Fortress 2 allowed even less to be transferred over.

Also would Stardock provide a tutorial on how to make things like the physics work with user created content.  The clip showed there makes me very interested to see what else that system can be made to do.

I have to admit I'm fairly excited and can't wait to see the final art style they plan to use so that I can start creating mod content. 

on Mar 30, 2009
@ Sancus: As far as I know there will be little creator programs for the users shipped with the game. Of course your options increase drastically if you have access to maya or other programs. But as most players won't have them, there are going to be other means. Have you played galcivII (there was a ship creator with tons of precreated modules. You could change the size or the orientation. The huge variety of modules made it pretty awesome)? I guess, this is the general direction we can expect.
on Apr 20, 2009

Give to me this game! or just the unit editor

on Apr 20, 2009

I really am excited to see the finished unit editor.  But I suspect that we will have the game in our hands before the editor in terms of beta.  I wonder at which stage the unit editor will be available.   I'd say not beta 0 anyway (why I think the game will come 1st)

on Apr 20, 2009

I hope the final unit editor has a "Large" bank of faces and body types so every single soldier doesn't look like some bum they got off the street. It always annoys me to no end when every single soldier in a game looks exactly the same, unless it is the Clone Wars in star wars. However, I'm very optimistic about elemental since they described humanity with great diversity in the lore section. 

on Apr 21, 2009

Do we really need faces?  Well, I guess for the channeler.  But for everyone else?  I personally like that my masses are faceless

on Apr 21, 2009

Beta 0 is cloth map only.

 

Nothing wrong with that at all. Hell I say keep it at cloth map! Worked for Defcon and The original Civilisations didn't have the zoom down to individual blade of grass level. Why's this game need it if  it's fun as I believe it will be.

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