Scale Megathread

Discussion in 'Planetary Annihilation General Discussion' started by tatsujb, June 24, 2013.

?

The size of units and structures in PA should be :

  1. Decreased a Whole Lot

    122 vote(s)
    21.7%
  2. Increased

    37 vote(s)
    6.6%
  3. Left as they are

    132 vote(s)
    23.5%
  4. Decreased

    271 vote(s)
    48.2%
  1. 2nv2u

    2nv2u Member

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    Wondering the same thing, anyone?
  2. tehtrekd

    tehtrekd Post Master General

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    Whoa. Necromancy to the max.
    Also, is anyone working on a server mod that decreases the scale? It's gotta happen!
  3. 2nv2u

    2nv2u Member

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    Couldn't resist, it had to be done! ;)
  4. trialq

    trialq Post Master General

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    From what I understand the models can't be scaled easily, a variable in json files would be ideal but that's not implemented afaik. So a server scale mod would have to scale all the models using 3d modelling tools, and I think there's issues with editing models with multiple and/or rotated bones (in blender at least, squishypon and knight might know what they're talking about but not me ;) ).
  5. KNight

    KNight Post Master General

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    Nope, don't ask me, I'm just the Art guys, try talking to Liquis but I think even now our process is still pretty hack-ish.

    Mike
  6. stuart98

    stuart98 Post Master General

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    Your process is needlessly hackish but if you were working on bots it would work.
    Ours isn't remotely hackish.
  7. squishypon3

    squishypon3 Post Master General

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    What exactly do they do? :eek:
  8. stuart98

    stuart98 Post Master General

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    They make the model in maya, export it as fbx, import it as a papa, and then do stuff in blender before exporting it to I think papa using Raevn's exporter.

    I think...
  9. Raevn

    Raevn Moderator Alumni

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    What do they need to do in Blender after Maya? It can't be the model, because if its a bot it wont export properly. Texturing maybe?
  10. Brokenshakles

    Brokenshakles Active Member

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    Well, at this point, the rescaling thing should really be addressed before development moves much further, as the content that is created before it happens will add to the workload to the actual conversion. While Vanilla PA may not need that much planetary acreage to make a game work, I would like the engine itself to be capable of supporting massive (acreage wise) planets for mods.
  11. liquius

    liquius Well-Known Member

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    The answer to that is bones. When going from fbx to papa the bones mess up. So I import the models to blender to sort out bones.
  12. Raevn

    Raevn Moderator Alumni

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    Drat. So there's still no solution to making models with rotations in their bones.
  13. tatsujb

    tatsujb Post Master General

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    WHOOOOOO dareth awaken thine slumber? .
    Last edited: July 22, 2014
  14. Geers

    Geers Post Master General

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    ancient_thread.jpg
  15. tatsujb

    tatsujb Post Master General

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    ROOOOOOOOOOOOOOOAAAAAAARRRRRRR
  16. websterx01

    websterx01 Post Master General

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    This is an interesting thread to necro, as there are at least a few of us who would like the scale to be decreased. It would likely help with RAM issues, since a smaller radius would feel larger.

    Buuut, I'm not sure if this is even up for debate anymore :p
  17. tatsujb

    tatsujb Post Master General

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    it was settled positively, the devs said yes, that's why we stopped posting.
  18. BradNicholson

    BradNicholson Uber Employee Uber Alumni

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    Winner of the best necro image of the day!
    Geers likes this.
  19. thetbc

    thetbc Member

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    This whole thread wouldn't be needed if they just made huge planets stable.
  20. YourLocalMadSci

    YourLocalMadSci Well-Known Member

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    Just to clarify, we don't use Maya and never have.

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