Unit Graphics Improvements

Parthius

Chieftain
Joined
Aug 31, 2004
Messages
97
I thought it could be a good idea to get some discussion going on what the player as well as the modding community would like to see in the way of changes/improvements in unit graphics.

Here are two of my thoughts to get things started:

1. Given the active unit creation community (and the long learning curve required to become a member), it would be highly desirable if the Civ4 unit graphics implementation has some overlap with Civ3.

If for example, they go with a 3d model for a unit and real time rendering, it could greatly complicate unit creation for those of us dependent on ready made models and Poser. Simply increasing the resolution of the animations would merely require regeneration of the animations (at the higher resolution) on the part of the unit modders.

2. Higher resolution is very desirable.

This could happen in two ways. One would be a higher display resolution. The other would be a higher "raw" resolution with the computer graphics engine then doing the anti-aliasing at display time. Doing both together would be even better.

To elaborate on the second item (according to my level of understanding), I have to generate each frame so that there is no blending of pixels at the figure boundaries. This all or nothing value means that thin objects like spears either have to be very thick or they will "speckle" as they move slightly. This also makes naturally proportioned arms and legs look too thin. Generating the Flcs at higher resolutions, and letting the graphics engine average down to the display resolution should greatly help with this. Given the advance in graphics, CPUs, and memory since Civ3 came out should make this approach entirely feasible.

Finally, does anyone have any inkling of what the Civ4 Unit graphic plans are?
 
Trip said:
Civ IV will be in full 3D.
The implication of that would seem to be that adding in a new unit will require 3d modeling and character rigging using a program that will output in the required format. Depending on what format they use, that could get expensive... Hopefully we can find out about the format sooner rather than later (I at least have a steep learning curve to look forward to).
 
Yes, higher resolution, and more detail of whats going on in battle, screams, wounds, victory dance? Plus the units need to do something when theyre idle, instead of just stand there for like 200 years in the beginning.
 
Rainbow said:
Yes, higher resolution, and more detail of whats going on in battle, screams, wounds, victory dance? Plus the units need to do something when theyre idle, instead of just stand there for like 200 years in the beginning.

do you have combt animations turned on? there are sound effects, we can see them dying, and thy do a victory dance (when thy get promoted)
 
Not to mention scratching themselves, yawning etc. when idle.
 
Figaro said:
Not to mention scratching themselves, yawning etc. when idle.
That could be easy to implement in the Civ3 Flc framework. Instead of a single "Fidget" animation only happens once in a while, there could be multiple fidget animations that would come up randomly. Just as Civ3 lets you have multiple attack animations, multiple fidget animations could add flavor. Best of all for the modders, you could leave them out if necessary...
 
Parthius said:
Depending on what format they use, that could get expensive... Hopefully we can find out about the format sooner rather than later (I at least have a steep learning curve to look forward to).

I assume it'll use the 3DS Max format. If you want to get technical, it'll most likely use NDL's proprietory format (because they will likely use the Gamebryo engine like they did for Pirates) which you can convert 3DS files to.
 
yeah, but people dont sit there yawning and scratching themselves for millenia.
too many rpg games i guess. I kind of carried the concept of there being different sound effects, and more random events.etc.
 
warpstorm said:
I assume it'll use the 3DS Max format. If you want to get technical, it'll most likely use NDL's proprietory format (because they will likely use the Gamebryo engine like they did for Pirates) which you can convert 3DS files to.

If that means 3DS Max is required ($4500 or so), it will put most of us out of business. They do have a free version for game add-ons that only saves one format, but it doesn't sound like that is the right format.

Maybe there is a plugin for Maya (only $2000 or so)....
 
Parthius said:
If that means 3DS Max is required ($4500 or so), it will put most of us out of business. They do have a free version for game add-ons that only saves one format, but it doesn't sound like that is the right format.

Maybe there is a plugin for Maya (only $2000 or so)....

Well, if you were in "the business", the price for professional tools wouldn't make a huge difference. Assuming you were a hobbyist on a budget, most 3D animation tools support 3DS format including the very cheap ones like Milkshape.
 
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