OOF support in D2X-XL

D2X-XL - Descent II update for modern systems with many new features and enhanced graphics. Home Page

Moderators: Grendel, Aus-RED-5

Post Reply
User avatar
Theftbot
DBB Ace
DBB Ace
Posts: 172
Joined: Sun May 11, 2003 2:01 am

Post by Theftbot »

is d2x-xl going to have oof support
User avatar
Aus-RED-5
DBB Friend
DBB Friend
Posts: 1604
Joined: Fri Apr 23, 2004 7:27 am
Location: Adelaide, South Australia
Contact:

Post by Aus-RED-5 »

Theftbot wrote:is d2x-xl going to have oof support
Heya TB.

It already does.

Where have you been? lol :P

Anyways, please post in the proper thread.

D2X-XL Q&A Thread.

Thanks :)
User avatar
Theftbot
DBB Ace
DBB Ace
Posts: 172
Joined: Sun May 11, 2003 2:01 am

Post by Theftbot »

Instead of using sprites for weapons i dont see why diedel couldnt implement 3d models like d3 does. and have them angled and rotate vertically.
User avatar
Aus-RED-5
DBB Friend
DBB Friend
Posts: 1604
Joined: Fri Apr 23, 2004 7:27 am
Location: Adelaide, South Australia
Contact:

Post by Aus-RED-5 »

Theftbot wrote:Instead of using sprites for weapons i dont see why diedel couldnt implement 3d models like d3 does. and have them angled and rotate vertically.
Sorry TB, but since you seem to have miss read the subject of this thread. You should read the Annoucement Thread. In that thread it will tell you about the new D2X-XL support ticket system (SouceForge) there.

At the SF.net site. There is a Feature Request Ticket System there.
If you had gone there, you would have notice that the request has already been asked and you would also know that Diedel is looking into the idea.
Maybe not today, but we are looking into it.

Next time. Can you please make a new thread insted of changing the subject?
Thanks. :)
User avatar
Sirius
DBB Master
DBB Master
Posts: 5616
Joined: Fri May 28, 1999 2:01 am
Location: Bellevue, WA
Contact:

Post by Sirius »

It's possible, TB, but it takes quite a bit of work to implement, never mind the fact that you'd also need content (i.e. good 3d models!) to go with it. Thus, it'll take time.
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

I am considering implementing the obj format used e.g. by Maya and 3dsmax in D2X-XL, if it's not overly complex.
User avatar
Aus-RED-5
DBB Friend
DBB Friend
Posts: 1604
Joined: Fri Apr 23, 2004 7:27 am
Location: Adelaide, South Australia
Contact:

Post by Aus-RED-5 »

But OOF is already implemented into D2X-XL.

Only thing is..... any models made in OOF format. Diedel needs the model to make D2X-XL see it.

Don't ask me why, but thats what we've had to do sofar.

Currently we have the Descent 3 Mega Missile (shark teeth version) and the hires PyroGL model implemented into D2X-XL.
Image
User avatar
Sirius
DBB Master
DBB Master
Posts: 5616
Joined: Fri May 28, 1999 2:01 am
Location: Bellevue, WA
Contact:

Post by Sirius »

Just my opinion, but I personally think the shark teeth look stupid...
User avatar
Aus-RED-5
DBB Friend
DBB Friend
Posts: 1604
Joined: Fri Apr 23, 2004 7:27 am
Location: Adelaide, South Australia
Contact:

Post by Aus-RED-5 »

Sirius wrote:Just my opinion, but I personally think the shark teeth look stupid...
Simple.

Don't install the D3 Mega Missile model. ;)

Besides.
The D3 Mega is more of temp model really.

A couple of people (not naming names) are working together on making some models to replace the powerups.

So we'll have to wait and see how things turn out. :)
User avatar
Diedel
D2X Master
D2X Master
Posts: 5278
Joined: Thu Nov 05, 1998 12:01 pm
Contact:

Post by Diedel »

I think they look scary. If I see them rapidly approach my wind shield, all I can think is 'oooooh crap!'

:lol:
Post Reply