Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Krackers87 on August 15, 2003, 03:45:38 pm

Title: Total Annihilation mod
Post by: Krackers87 on August 15, 2003, 03:45:38 pm
if any of you read the other TA topic in the general discussion about this, I finished the Orca i was working on

with 4 lods that work!!! (i've had bad luck with lod's)

//www.hades-combine.com/mods/ships/dl/CAFOrca.zip

with a new sound and 2 weapons!!!!

Super L337!!!1

i might even make some shine maps for it.

Also i thought about doing a TA Mod with a campaign and all but it sounded like a bit much with all the stuff  do noiw so i decided to release the units as i make them so anyone else who wants to make a campaign with them can.
Title: Total Annihilation mod
Post by: Krackers87 on August 15, 2003, 03:48:50 pm
(http://swooh.com/peon/Bubsy87/pictures/orca.gif)

heres what it sorta looks like. The 4 diamond thingsarent there anymore because when i tried to reduce its already low amount of polys by de-triangulating it, the face somehow got messed up so it paints textures on it funny. I decided to use a metal texture that would make it less noticeable.
Title: Total Annihilation mod
Post by: Unknown Target on August 15, 2003, 04:42:02 pm
srry, but that is so low poly, it's not even funny :D
Title: Total Annihilation mod
Post by: Krackers87 on August 15, 2003, 05:51:36 pm
99 polys for the main hull part

Because i ported it from TA.

Think of it as your dollar Store Unit.
Not all that good looking but plenty useful and you can have lots.
Title: Total Annihilation mod
Post by: Knight Templar on August 15, 2003, 11:15:25 pm
Quote
Originally posted by Unknown Target
srry, but that is so low poly, it's not even funny :D
Title: Re: Total Annihilation mod
Post by: StarGunner on August 16, 2003, 10:20:05 am
Quote
Originally posted by Krackers87
if any of you read the other TA topic in the general discussion about this, I finished the Orca i was working on

with 4 lods that work!!! (i've had bad luck with lod's)

www.hades-combine.com/mods/ships/dl/CAFOrca.zip

with a new sound and 2 weapons!!!!

Super L337!!!1

i might even make some shine maps for it.

Also i thought about doing a TA Mod with a campaign and all but it sounded like a bit much with all the stuff  do noiw so i decided to release the units as i make them so anyone else who wants to make a campaign with them can.


I love that Idea but how about a space setting? I could help out with space ship consepts I rock at those, I also know alot about weapons Tables, and can make weapons one the spot in like 1/2  an hour, and have it balenced out with the right look and everything. I would love to help out seeming as I have played all the TA games, and seen/used all the units in it.
Title: Total Annihilation mod
Post by: TopAce on August 16, 2003, 01:39:40 pm
Quote
Originally posted by Krackers87
99 polys for the main hull part
....


Is it triangulated? I guess not. Do it, that's a good method of increasing the polynumber :p

Otherwise, don't be interested in anyone here saying: Low poly number. They are all excepting all models to consist of half a million polygon, and they call it average. And in addition, their eyes jump out from their place when they test it in game, wondering why is the framerate one per hour.
Title: Total Annihilation mod
Post by: Krackers87 on August 16, 2003, 02:16:20 pm
well most of the TA stuff is round 50 - 100 pollys
Title: Total Annihilation mod
Post by: Unknown Target on August 16, 2003, 03:43:02 pm
99 polygons is just WAY TOO LOW. Even before the FS engine was upgraded, that was considered too low. Add some random bumps, or add  some texture detail using polygons, just do SOMETHING.
Title: Total Annihilation mod
Post by: Krackers87 on August 16, 2003, 06:51:33 pm
what is it gonna crash if it gets too low?

chill...
Title: Total Annihilation mod
Post by: Woolie Wool on August 16, 2003, 06:54:45 pm
Quote
Originally posted by Krackers87
what is it gonna crash if it gets too low?

chill...


No, it will look uglier than Yasir Arafat's ass.
Title: Total Annihilation mod
Post by: Dr.Zer0 on August 17, 2003, 09:33:35 am
heres a better idea, y not import freespace models over to TA insted of importing from TA, that way I could enjoy 2 great games at once :D
Title: Total Annihilation mod
Post by: Unknown Target on August 17, 2003, 09:46:56 am
lol, well, FS2 is gonna look l ike an old Atari game with those low-poly models :p
Title: Total Annihilation mod
Post by: TopAce on August 17, 2003, 10:52:44 am
Quote
Originally posted by Unknown Target
99 polygons is just WAY TOO LOW. Even before the FS engine was upgraded, .....


How do you mean 'FS engine upgrade'? Is that engine the original FS2 engine or the FS2_open engine?

Low poly has two advantages: no LODing is needed, and the performance is far better in the case several of those ships preset at a given time at once.
Title: Total Annihilation mod
Post by: Solatar on August 17, 2003, 10:55:07 am
Quote
Originally posted by TopAce


How do you mean 'FS engine upgrade'? Is that engine the original FS2 engine or the FS2_open engine?

Low poly has two advantages: no LODing is needed, and the performance is far better in the case several of those ships preset at a given time at once.


Yes but it also has a few disadvantages, mainly low poly models look like ****.:rolleyes:

Krackers, although I like the layout of that ship, I'd adivse doing it over with a few more polys.
Title: Total Annihilation mod
Post by: Flipside on August 17, 2003, 10:58:09 am
Personally, I'd say the main problem isn't polys, it's textures. A low poly model CAN work, if the textures are ok. I've never played TA, so I don't know how these were presented in-game, but I think the model could be improved if someone used some artistic license on the textures :)

Flipside :)
Title: Total Annihilation mod
Post by: TopAce on August 17, 2003, 11:02:47 am
Converting an RTS model to a space simulation has the disadvantage that the RTS models are optimized to don't chop the game when twenty-thirty are on the screen. In a space sim, performace would not be a problem, only increasing the polys. Are they triangulated? That is the only was to increase the poly number that doesn't do any work on the looking of the ship ;)As a result, poly number is increased :D.
Title: Total Annihilation mod
Post by: Flipside on August 17, 2003, 12:03:12 pm
Well, there is the Subdivide function in lightwave, which divides all the polygons in two, and then a simple smooth function would round of some of the harder edges?
I had a feeling TA was a RTS, you don't get all that close to the models in RTS as well, which explains the lores textures :)

Flipside :)
Title: Total Annihilation mod
Post by: Krackers87 on August 18, 2003, 05:01:58 pm
Quote
Originally posted by Unknown Target
lol, well, FS2 is gonna look l ike an old Atari game with those low-poly models :p


HELL NO!!!

why dont you try it?

first id have to lower the pollys of all the ships to under 150 then write cobbler scripts then make sevral different tables all of which i have no clue how to do. Then theres 10 other programs i have to send these things through AND id have to reduce all the textures down to about as big as a quarter. TA cant handle texture maps like the ones used in the hercules 2.

And triangulating is wothless unless there is a problem! it doesent even make it look better.
Title: Total Annihilation mod
Post by: Krackers87 on August 24, 2003, 10:09:57 pm
Freedom fighter coming soon!!!
Title: Re: Re: Total Annihilation mod
Post by: Krackers87 on August 24, 2003, 10:13:08 pm
Quote
Originally posted by StarGunner


I love that Idea but how about a space setting? I could help out with space ship consepts I rock at those, I also know alot about weapons Tables, and can make weapons one the spot in like 1/2  an hour, and have it balenced out with the right look and everything. I would love to help out seeming as I have played all the TA games, and seen/used all the units in it.



you can be the leader i can be a modeler