If there's a way to port Google Sketchups into it I'd be happy to make objects for this.
That would be awesome
. I can handle pretty much any format you throw my way. As Ghills pointed out, COLLADA will definitely work. If you texture the stuff yourself, I'd appreciate it if you could include normal maps along with the textures so we can do more advanced techniques than just basic texturing on them. Assuming everything goes as planned, you'll likely get to see your models in the next non-bugfix release
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Anyways, time for a status update. Things are going as smoothly as possible with my current school workload, and I'm putting as much time into it as I can. The geometry implementation is still pretty theoretical, but the rest of the application is moving out of mostly design into mostly development.
Here's the planned layout, as is currently being developed:
- GUI is going to be state-based and purely lua script-driven. The only GUI code in the Overseer application itself will consist of running a predefined script each state (though this will likely be taken even further back out into config files). Overseer itself will provide hooks into all of its functionality, and it will be the job of the lua scripts to tie those hooks together into an interface. This means that if you don't like the stock GUI, you can edit it with a standard text editor and likely add functionality to it as needed. Additional hooks will need to be compiled into the C++, but ideally after a while we'll reach a point where the need to add hooks is very rare. This functionality is mostly done (except, of course, for the hooks into states that I haven't written yet.
- We're shooting for configurability. Any object that's not part of the terrain will be selectable in edit mode, with dialogs with live previews to swap out models. When replacing large populations of models instead of individuals, Overseer will remember that selection and make the model in question its new default for that type. This should let you tweak the looks of everything to your liking through a friendly interface, without needing to dive into XML or lua.
- I'm currently working on implementing some (optional) basic networking functionality. When enabled, Overseer will check for any updates upon launch. The most useful side effect of this, and the reason why I originally started considering it, will be ease of Memory.xml distribution. This way, once a Memory.xml for a new version is available, Overseer will just automatically grab it.
- I've been doing some research into export functionality. There's a hell of a lot of popular 3D formats. I've been looking around, and I think at the basic level, at least at first, Overseer will only export to COLLADA. It'll let me export a scene rather than just one massive entagled mesh, and it's pretty widely supported from what I've seen. Povray will likely come next after COLLADA. I'm considering whether to take the same approach with GUI and make the C++ side of the exporter just a bunch of hooks, and let all of the exporters be lua scripts that attach and do the actual exporting themselves.
That's where everything is right now. If anybody sees any glaring holes in the design, or wants any core features that I didn't list, let me know before I get too far, because I'm working on all of this stuff as we speak
. I have no screenshots to share since all of this stuff is mostly back end, and all of it (minus the exporting, of course) needs to be in place and at least slightly functional before the new geometry generator can be put in to start doing its thing.
By the way, a note about the current release. We've solved MOST of the texture problems with the relief mapping techniques. The rotations were caused by an inconsistent tangent space. Once I fixed tangent space generation, the rotation went away, but the textures still scroll very slightly as you fly by them. Sexymustard thinks it's a problem with the lighting matrices, and he's looking into it.