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Old 01-12-2012, 10:41 AM
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Packet
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Join Date: Jun 2010
Location: Omicron Percei-8
Posts: 106
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Just a suggestion if you're still digging into the OpenZone code - I recommend not aiming towards the "newer" (if we can call it that anymore) format but to give modelers (purely selfish request of course...) more freedom in importing.

My biggest complaint with OpenZone was the difficulty with applying texture maps and proper UV alignment. It would always screw up my terrain texture mapping which is why I just quit making zones for EQ. I tried everything from super-low resolution textures to ultra high 8000x8000 24-Bit Bmp textures.

One of the keys to creating aesthetically pleasing terrain is drawing on high-resolution bitmaps that contain immaculate detail in 1:1 comparison after sculping and drawing pathways, hedge, dirt peaks, etc. What I've wanted from OpenZone is the ability for it to break-down large images into grids so that it didn't surpass the s3d limitations but then re-apply a converted "broken-down" UV map of the original. Windcatcher tried at some point but it never worked correctly and there was a lot problems with this functionality. What I eventually had to do was start making maps for Quake3 and convert them over which proved to give the best results as long as you didn't do anything fancy like add reflective properties to a material. (Otherwise, the object would just have a dull white appearance.)


So, with all of that in mind - I'd like to see more support for high-resolution textures and more support (for Lantern) with things like anti-aliasing, reflective/raytraced textures and bump mapping. (Easily achievable with OpenGL or DX - whichever the Open Source engine uses.)
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