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Theatre of War series The most historically accurate RTS games

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Old 04-15-2011, 02:29 PM
roptor90's Avatar
roptor90 roptor90 is offline
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Default Question on 1C, Best Way and DMS Managers

Hello, its posible to get 3d models of tanks and SPGs from TOW series engines onto MOW(especially MoW:AS) engines and feedback ? ( It could be posibbly an additional advantage in these series )

Example:

How much time took that new Panther G in MOW:AS for its devs ?... And its exactly the same 3d model as in ToW (exept that exhaust on ToW Panther and few other minor details ) which was created about 4 years ago.

Comparision:

MoW:AS
http://cloud.steampowered.com/ugc/59...5B372B95A671B/

http://cloud.steampowered.com/ugc/59...231CFF0394B9E/

http://cloud.steampowered.com/ugc/59...6ED17F083BEF9/

ToW:
http://www.battlefront.com/products/...(Panther).html

And real one:
Notice that left exhaust please.


The reasons why im asking:

1)Why create new 3d models over and over again of something what already has been created ?
2)Both this games is under the same 1C Company...
3)And its possibly a good feedback between TOW and MOW creators. Copy, paste, create new model(core 3d cage or what is it) which isn`t in MoW(and its sequels) or ToW(and its sequels) and just retexture, adapt, default it for ToW,MoW engines...
4)It can lighten devs from unnecessary work at all and save a lot of costly time for them.
5)More time, more money possibility for both sides.

Last edited by roptor90; 04-24-2011 at 06:13 PM.
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Old 04-16-2011, 08:40 PM
Nokturnal Nokturnal is offline
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Quote:
Originally Posted by roptor90 View Post
Hello, its posible to get 3d models of tanks and SPGs from TOW series engines onto MOW(especialy MoW:AS) engines and feedback ? ( It could be posibbly an additional advantage in these series )


The reasons why im asking:

1)Why create new 3d models over and over again of something what already has been created ?
2)Both this games is under the same 1Company...
3)And its possibly a good feedback between TOW and MOW creators. Copy, paste, create new model(core 3d cage or what is it) which isn`t in MoW(and its sequels) or ToW(and its sequels) and just retexture, adapt, default it for ToW,MoW engines...
4)It can lighten devs from unnecessary work at all and save a lot of costly time for them.
5)More time, more money possibility for both sides.
One small flaw in your reasoning...
MoW and ToW do not have the same developers. It's a common misconception, because 1C are the publishers for both series, however MoW was originally developed by Best Way, and Assault Squad was co-developed by Digitalmindsoft. Red Tide and Vietnam are both in-house 1C teams, and so is ToW. (Someone (Sneaksie?) correct me if I'm wrong here.)
Also I'm not sure all the developers would want to share their hard work with eachother.


Additionally, and I'm not sure of this because I'm not a 3D artist or game programmer, but I would imagine it's not as simple as you make it sound - I do not believe you can just "copy/paste" the 3d models and adapt it for the completely different game engine with ease.
I would assume there would be a lot of work involved just to get the vehicles to act the way they are supposed to in the different environments. Keeping in mind that, because they use different engines, things such as hit locations, penetration values, abilities/functions would all be different.
It might actually end up being more work to "copy/paste" than it is to update and improve the already existing models from both franchises for their own engine.

In ARMA2 quite a few people have ported old ARMA1 models over, and just to get them to function within the new engine (which is just updated, not an entirely separate engine as is the case with ToW/MoW) a lot of work is required.
Again, I'd be happy to be proven wrong by someone in-the-know. If that is the case, I'd strongly agree with you.
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Old 04-16-2011, 09:21 PM
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roptor90 roptor90 is offline
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Quote:
Originally Posted by Nokturnal View Post
I do not believe you can just "copy/paste" the 3d models and adapt it for the completely different game engine with ease.
I would assume there would be a lot of work involved just to get the vehicles to act the way they are supposed to in the different environments. Keeping in mind that, because they use different engines, things such as hit locations, penetration values, abilities/functions would all be different.
It might actually end up being more work to "copy/paste" than it is to update and improve the already existing models from both franchises for their own engine.
MoW and ToW do not have the same developers
http://en.wikipedia.org/wiki/1C_Company
I forgot add that C there sory.

I typed only about that "core 3D cage" or how i should call that, and not about complete model... I think that the core 3D cage itself is about 50% or more work/time on whole model...
The rest of the work is textures, hitboxes, animations, etc... Simply lot of time. But if you already have that "core 3D cage" which is maybe "neutral" in both engines its easier to do rest of the work. In this case all those superb models in both series would look the same in shape ( which would be insane for your eyes ) but still different ( ToW and MoW mechanics ). I am not very good in english but maybe this pictures will better explain my ideas...

http://cloud.steampowered.com/ugc/59...2F7B0FA0DBE10/
http://cloud.steampowered.com/ugc/59...29A457C20A14B/
http://cloud.steampowered.com/ugc/59...555CAF5C0F71B/
( JagdTiger and Tiger II with quasi same chassis, they were different only by width and lentght in real life, but as you can see... )

And now imagine that look, if they look like this ingame in MoW series
http://www.battlefront.com/products/...Tiger_II).html
http://www.battlefront.com/products/...Jagdtiger.html


There will be no competition between this games ever even if the vehicles were the same, because again its 2 different games.


For feedback the ToW series and its developers would have a lot more units from MoW series ( but not only vehicles- buildings or other 3d structures too for example ) and more time for their other work.

Last edited by roptor90; 04-17-2011 at 09:25 AM.
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