Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: LtNarol on February 07, 2002, 08:48:00 pm

Title: to aldo, zylon, and any other major modders
Post by: LtNarol on February 07, 2002, 08:48:00 pm
ok, i think you've all seen my first 4 models, if you havent, click  http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/001282.html (//"http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/001282.html")   i really need to know now to count polys, how many polys are too many for fighters, how many for capitals.  Also, it would help if you could give me a few pointers on converting to fs2, seeing as i really wanna fly these sometime.  thanks in advance

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158th Banshee Squadron http://3dactionplanet.com/hlp/hosted/the158th/ (//"http://3dactionplanet.com/hlp/hosted/the158th/")  
Into the Night Campaign http://3dactionplanet.com/hlp/hosted/the158th/itn/ (//"http://3dactionplanet.com/hlp/hosted/the158th/itn/")
Title: to aldo, zylon, and any other major modders
Post by: Bobboau on February 07, 2002, 11:04:00 pm
make it out of one subobject!!
you can't expect it to work out pretty with all thouse subobjects composing the main hull, and they look like they use too many polys but I can't tell for sure, FS poly\vert limets are about 750,

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Bobboau, bringing you products that work.............. in theory
Title: to aldo, zylon, and any other major modders
Post by: LtNarol on February 07, 2002, 11:20:00 pm
so far, i count 1052 on the second, about 300 some odd on the first, and about 1200 on the third.  

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158th Banshee Squadron http://3dactionplanet.com/hlp/hosted/the158th/ ("http://3dactionplanet.com/hlp/hosted/the158th/")  
Into the Night Campaign http://3dactionplanet.com/hlp/hosted/the158th/itn/ ("http://3dactionplanet.com/hlp/hosted/the158th/itn/")
Title: to aldo, zylon, and any other major modders
Post by: Nico on February 08, 2002, 02:36:00 am
 
Quote
Originally posted by Bobboau:
FS poly\vert limets are about 750,


more 820/840 actually.
Title: to aldo, zylon, and any other major modders
Post by: aldo_14 on February 08, 2002, 04:36:00 am
 
Quote
Originally posted by venom2506:
more 820/840 actually.

The er... thingie mesh I made that Woomeister used & textured for a vasudan carrier was 846.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

Title: to aldo, zylon, and any other major modders
Post by: Eternal One on February 08, 2002, 04:48:00 am
It's a bit stupid imo to try to give polygon maxs to subobjects because the lmitation isn't about polygons. A model with 870 can work, but for example our Omega didn't work at ~740. The real limit is the size of the normal data...and that can vary a lot. If it's below 700, it'll work for sure, if it's bigger than that you try if it works.

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Project Co-leader
Freespace 2: The Babylon Project

[This message has been edited by Eternal One (edited 02-08-2002).]
Title: to aldo, zylon, and any other major modders
Post by: Nico on February 08, 2002, 05:13:00 am
 
Quote
Originally posted by Eternal One:
It's a bit stupid imo to try to give polygon maxs to subobjects because the lmitation isn't about polygons. A model with 870 can work, but for example our Omega didn't work at ~740. The real limit is the size of the normal data...and that can vary a lot. If it's below 700, it'll work for sure, if it's bigger than that you try if it works.


well, as in Max I know only face (triangle count), I actually never have any pbs.
Title: to aldo, zylon, and any other major modders
Post by: LtNarol on February 08, 2002, 08:32:00 am
anyone know what i can use to texture? is Truespace the only way? (plz say no)  Also, would someone be willing to add turrets for the destroyer?

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158th Banshee Squadron http://3dactionplanet.com/hlp/hosted/the158th/ ("http://3dactionplanet.com/hlp/hosted/the158th/")  
Into the Night Campaign http://3dactionplanet.com/hlp/hosted/the158th/itn/ ("http://3dactionplanet.com/hlp/hosted/the158th/itn/")
Title: to aldo, zylon, and any other major modders
Post by: Shrike on February 08, 2002, 08:42:00 am
You can apply all your texture data in your modelling program, but I think you'll have to re-apply the textures themselves in TS - I may be wrong.
Title: to aldo, zylon, and any other major modders
Post by: ZylonBane on February 08, 2002, 09:51:00 am
 
Quote
Originally posted by LtNarol:
to aldo, zylon, and any other major modders
Ummm... where did you get the impression I was a "major modder", or in fact any kind of modder at all?

I'm not a modder, I'm a FREDder. Big difference.

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ZylonBane's opinions do not represent those of the management.
Title: to aldo, zylon, and any other major modders
Post by: LtNarol on February 08, 2002, 02:48:00 pm
sorry zylon, forgot, you're up there with the important ones, just forgot which catagory  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

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158th Banshee Squadron http://3dactionplanet.com/hlp/hosted/the158th/ ("http://3dactionplanet.com/hlp/hosted/the158th/")  
Into the Night Campaign http://3dactionplanet.com/hlp/hosted/the158th/itn/ ("http://3dactionplanet.com/hlp/hosted/the158th/itn/")
Title: to aldo, zylon, and any other major modders
Post by: aldo_14 on February 09, 2002, 06:46:00 am
 
Quote
Originally posted by Eternal One:
It's a bit stupid imo to try to give polygon maxs to subobjects because the lmitation isn't about polygons. A model with 870 can work, but for example our Omega didn't work at ~740. The real limit is the size of the normal data...and that can vary a lot. If it's below 700, it'll work for sure, if it's bigger than that you try if it works.


Stack overrun thingie?  (large co-ordinate values for large models?)