Single & Multiplayer Role Playing
Aero EmpireAerosphere Studios | Coming 2011Imagine a world where the villages of humans were scattered along mountaintops, and the world below was completely blocked off by an impassible wall of clouds. In a world like that, advancements in air travel would precede both land and sea. This is the kind of world that Aero Empire is set in. In this world, the player can rise through the ranks, from a lowly gunner manning a turret aboard an airship to the commander of a nation, controlling the tides of war and the armies beneath you. With the ability to influence your shipmates and superiors, you can also perform a rebellion or coup d'etat, breaking free from authority and creating your own empire. Aero Empire is a cross-genre game, incorporating elements of role-playing games, shooters, flight simulators, real-time strategy and tactical simulations. It is populated with thousands of AI with their own desires and personalities, all set against a backdrop of war and bloodshed, creating a dynamic and ever changing world.
Using the Model Viewer
This tutorial explains how to use the Model Viewer, and the formatting of the scene files (which load scenes into the rendering engine).
Posted by terra0nova on May 29th, 2009 digg this super bookmark
This tutorial is relevent to modelers, modders and people who would like to test out the Aero Empire game engine. See bottom for links and screenshots. Starting the Program When you double click the program, it will bring up a form which allows you to browse for a scene file, turn shadows on and off, and set the window size (resolution boxes). Additionally, if you check full screen, it will set the screen resolution to the set resolution and start the program in fullscreen mode (make sure the resolution is a valid display mode, or it will say that fullscreen mode is not supported). The program also starts a console window, which will report any warnings or errors during execution. If the program closes, then an error will be sent to the command line which can be used for debugging purposes. Controls You can left click and drag the mouse to rotate around the view location (initially (0, 0)). You can right click and drag the mouse to zoom in and out. The arrow keys allow you to move the camera (and view location) left, right, up and down with respect to the current viewing direction. If you hold shift and use the arrow keys, it will move the light source. Holding down control while moving the camera position or light source, it will increase the movement speed, and holding down alt+control will move the moon (if loaded). Finally, the escape key exits the program. Scene Files Below are the objects and structures used in scene files: ------------------------------ ------------------------------ Like above, this will create an Object with object_name being a reference to it. You must call Model, Heightmap or Cloud - Model will load an obj1 from a file, and Heightmap will create a heightmap from the specified image, and Cloud will generate a random cloud (ellipsoid with noise) with seed being a random number, x, y, z being the bottom left corner of the heightmap, and width, height depth being the size in the three dimensions. Texture sets the texture of this object to an image, NormalMap sets the normal map of this object to an image, and MiscMap sets the misc map of this object to an image. Material sets the material of the object - diffuse sets how bright the object is (0 is black, 1 is white), phong sets how bright the highlights are (0 for no highlights, 1 for highlights), cells sets the strength of the cell shader (1 being normal diffuse shading, and higher values produce sharper boundaries between dark and light regions), and two_sided sets how much light can pass through the object (0 means no light passes through, 1 means all light passes through). CustomColor sets the custom color (if defined by the misc map) red, green and blue values. Composite composite_name Any AddObject, AddDynamic or AddObjects functions (see below) between the composite line and the end line will add the objects to a composite object instead of the scene that you can transform as if it was one unit, and add it multiple times. 1 Obj files loaded must be triangulated and contain normal and tex coords. The program will skip facets which are not triangulated or do not contain normal and tex coords, displaying a warning. The process parameter can be 0 or 1, if it is 1, then the model is processed (fixing simple normal problems), and ridge/crease lines are added. Below is a list of functions:
Additionally, there is one constant: UnitCube - a predefined object which is a cube from (-1, -1, -1) to (1, 1, 1). You can add it using AddObject UnitCube. 2 Trans files are plain text files with one of the following per line: t x y z r rotates all following objects by the specified values (degrees) until the next r command (before any r command, this is 0 0 0). Of course, the easiest way to get used to scene files is to see an example one. Here is the scene file used to display the marketplace: Marketplace.scn wrote:
#Set sun position
SetSun 150 75
#---------------------
#Load Images
Image marketplace_tex
LoadRaw Marketplace/marketplace.raw
Type 512 512 4
End
Image marketplace_misc
LoadRaw Marketplace/miscmap.raw
Type 512 512 3
End
Image moon
LoadRaw moon.raw
Type 128 128 4
End
Image moon-normal
LoadRaw moon-normal.raw
Type 128 128 3
End
Image sky-east
LoadRaw stars-east.raw
Type 512 512 3
End
Image sky-west
LoadRaw stars-west.raw
Type 512 512 3
End
Image sky-north
LoadRaw stars-north.raw
Type 512 512 3
End
Image sky-south
LoadRaw stars-south.raw
Type 512 512 3
End
Image sky-top
LoadRaw stars-top.raw
Type 512 512 3
End
Image sky-bot
LoadRaw stars-bot.raw
Type 512 512 3
End
#---------------------
#Set Moon and Skybox
SetMoon moon moon-normal
SetMoonColor 1 1 1
SetMoonSize 4
Skybox sky-east sky-west sky-north sky-south sky-top sky-bot
#---------------------
#Load Objects
Object marketplace
Model 1 Marketplace/marketplace.obj
Texture marketplace_tex
MiscMap marketplace_misc
Material 1 0 5 0
CustomColor 1 1 1
End
#---------------------
#Add objects to scene
AddDynamic marketplace
Rot 0 0 90
End
#---------------------
#Add lights to scene
AddLight (11 7 3.2) (2 .6 .172)
AddLight (21 7 3.2) (2 .6 .172)
AddLight (-11 7 3.2) (2 .6 .172)
AddLight (-21 7 3.2) (2 .6 .172)
AddLight (11 21.2 3.2) (2 .6 .172)
AddLight (21 21.2 3.2) (2 .6 .172)
AddLight (-11 21.2 3.2) (2 .6 .172)
AddLight (-21 21.2 3.2) (2 .6 .172)
This produces the same scene used to showcase the marketplace, which you can see screenshots of here: Moddb.com The third image changes the custom color of the marketplace using the CustomColor command. You can download the ModelViewer here: Moddb.com It is my hope that this tutorial and tool will help potential modelers and modders experiment with the engine. Let me know what other features you think would be useful, and I will update this article with any new functions and objects added. Look forward to more tools and tutorials as the game comes closer to completion. If you have questions, feel free to contact me. - David.
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This looks interesting. So this is a tool for a custom built engine?
I don't know what I could use it for, but it looks neat.
Yes - this tool is for Aero Empire's engine, the Cumulonimbus Engine, which was custom built for Aero Empire (although could be used for other games in the future).
This tool is useful simply for rendering scenes in the Cumulonimbus Engine - although there may be more uses added to it as more functionality is needed and developed.
HELLO DAVE
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