currently sitting at around 9k poliesthat is way to much
currently sitting at around 9k poliesthat is way to much
currently sitting at around 9k poliesthat is way to much
who told you I am using TrueSpace :) ..
hahah you guys obviously dont know much about next generation game design if your craming that many polies into a model that could do far less and make it look just as good. all new games use character models at say 3 k polies at the VERY MOST, the rest is all normal mapping to give the models detail. the game is gonna go really downhill once you have a couple of those things on screen at once being rendered, LODs or no, then you have to figure all the fighters. according to what im hearing the coders are working on implementing normal mapping into the engine so you might as well start doing your models the right way because probably before yoour even done it should already be in the engine.
http://www.softimage.com/products/xsi/tour/video_tour.aspx?video_id=8
theres a nice normal mapping example for ya.
Uh, use PCS? And the Max 8 POF Exporter. Might not even need to use modelview for editing. The textures wouldn't show up anyway, so you could do it in solid or mesh mode ok probably.
hahah you guys obviously dont know much about next generation game design if your craming that many polies into a model that could do far less and make it look just as good. all new games use character models at say 3 k polies at the VERY MOST, the rest is all normal mapping to give the models detail. the game is gonna go really downhill once you have a couple of those things on screen at once being rendered, LODs or no, then you have to figure all the fighters. according to what im hearing the coders are working on implementing normal mapping into the engine so you might as well start doing your models the right way because probably before yoour even done it should already be in the engine.
http://www.softimage.com/products/xsi/tour/video_tour.aspx?video_id=8
theres a nice normal mapping example for ya.
Actually, minilogo does have a point in that we are planning ahead for the future by making models equipped to create normal maps. However they should function in game at the detail we want to achieve without normal mapping and still look and perform great.He's using a tone that implies people are idiots for not working on the assumption of a feature which isn't present and may never be. I find that pretty insulting and arrogant, which tends to spark me off. Particularly because he (or she, I suppose?) is effectively laughing ('hahah') at me and others, which tends to bring me into a punchy-punchy mood.
Also, we're going to be using DDS textures which are not supported by any of pof tools that I know about, and can only be previewed on the pof in game. The only other option I can think of would be to create a pcx texture set simply for testing in a pof editor. But either way, modelview is too unstable with most models, causing memory leaks in edit mode left and right, I have to have task manager open keeping tabs on the memory usage and restart it every time it approaches 100mb. After that it seems guaranteed to crash or corrupt the model. But it's still the only one I know of that actually shows the engine normals. I just don't like to use it when I don't have to.
He's using a tone that implies people are idiots
On this (vague) subject, I'd like someone to describe exactly how in hell you're supposed to edit a >30k model in modelview.....
On this (vague) subject, I'd like someone to describe exactly how in hell you're supposed to edit a >30k model in modelview.....
i've done it before you just need the right version
On this (vague) subject, I'd like someone to describe exactly how in hell you're supposed to edit a >30k model in modelview.....
i've done it before you just need the right version
On this (vague) subject, I'd like someone to describe exactly how in hell you're supposed to edit a >30k model in modelview.....
i've done it before you just need the right version
Which version, pray tell? The inferno one I borrowed a while back just vomits at me.
With the ISD I'm not building it to use Normal maps, and why not? Because we don't have them..
Just seems silly to build a mod around a feature that isn't implimented, and may not be for years to come, if at all.
So in the mean time, I'll stick to a high poly model, just high enough that FS can put a few on screen at a time. Combine that with effective LODing and detail boxes and I don't think we'll have a problem with these guys. Besides, inefficient textures tend to slow the game down just as much if not more than high numbers of polies.
And if we do get normal maps, well then I'll have a high detail source from which to make normal maps, and can easily cut down my polies to the basic level and make up the detail with the normal map that I've generated
Either way, basically, the way we're doing it now, everyone wins. The mod can be played without waiting on the SCP coders, and when they do get the feature in, it's a quick conversion to use it.
On this (vague) subject, I'd like someone to describe exactly how in hell you're supposed to edit a >30k model in modelview.....
i've done it before you just need the right version
Which version, pray tell? The inferno one I borrowed a while back just vomits at me.
I attached it, can't remember were i got it though.
Lots of pop up, for one. I personally dislike pop up if it's on a major scale. I forgive it in first person shooters like Battlefield 2 (Or CoD2, but that uses "nVidia fog").
Lots of pop up, for one. I personally dislike pop up if it's on a major scale. I forgive it in first person shooters like Battlefield 2 (Or CoD2, but that uses "nVidia fog").
The Imperial-class Star Destroyer bristles with 60 turbolaser batteries, 60 ion cannon batteries, and 10 tractor beam projectors. It carries a full stormtrooper division, 20 AT-ATs, 30 AT-STs, eight Lambda-class shuttles, 12 landing barges, and six TIE squadrons.
Since its introduction, an improved model of Star Destroyer also saw action. The Imperial-II Star Destroyer is an upgraded model with increased hull shielding, and more weapons, sporting 100 turbolaser emplacements, 20 ion cannons, and 10 tractor beam projectors.
Imperial I-class Star Destroyer
Dual heavy turbolaser turrets (6)
Dual heavy ion cannon turrets (2)
Quad heavy turbolasers (2)
Triple medium turbolasers (3)
Medium turbolasers (2)
Numerous light turbolasers and ion cannons
Phylon Q7 tractor beam projectors (10)
Imperial II-class Star Destroyer
Octuple barbette turbolaser cannons (8)
Additional turbolaser cannons and batteries (~36)
Ion cannons (20)
Phylon Q7 tractor beam projectors (10)
Pray?
...I'm more worried about this on the SSD than this model though, it sounds we might have a canon turret count that's within the limits for the ISD.
If all else fails, could you create all the turrets, and only use certain ones? That way later, when SCP can handle it, they can be added on.
IIRC DaBrain INTENTIONALLY made the details pop up in his demonstration video.
I agree. We should prioritize gameplay over canonicity.
You certainly mean the DVD re-release of the original trilogy. It's done already.
My worry:That's what TRD (http://starwars.wikia.com/wiki/TRD) is for ^^
Won't having anything approaching the level of firepower the ISD is supposed to have in this game going to make it nearly impossible to get close in a fighter, and kill 2/3rds of any warheads launched at it?
(whoo, long sentence, sorry)
My worry:
Won't having anything approaching the level of firepower the ISD is supposed to have in this game going to make it nearly impossible to get close in a fighter, and kill 2/3rds of any warheads launched at it?
(whoo, long sentence, sorry)
Yes, and we're definitely _not_ making as puny as a XWA ISD. It's going to be as beefed up as we can make it without affecting gameplay.
These lasers trying to get a Y-Wing, IIRC:
YT-2400 is Dash Rendar's ship from Shadows of the Empire. It's very very very very low on our list of things to do for two reasons:
1. It's expanded universe, we're focusing on things we've seen first.
2. It's a unique craft (while they did mass produce the line, we've only ever seen one in any literature: The Outrider)
I say not bad because it's still incomplete. :P
And I'd appreciate it if people would stop going on about a stupid rank.
now, what I want to know is, how many subobjts?
And for jr2, the bottom:
(http://img72.imageshack.us/img72/2791/bottomfh2.th.jpg) (http://img72.imageshack.us/my.php?image=bottomfh2.jpg)
That screenshot looks remarkably like Fractalsponge's model and not the movie model, but Fractal did such a damn good job it's hard to tell the difference.
When the finished product comes out, they should then turn to their game developers, point at us, and say "These folks are unpaid fanboys, and they created this in their spare time. Whatever you come up with had better be at least two times better for us to even consider letting you create it. Or we find someone else." Well, that's what they should do, if they cared more than a plugged nickel about the end user... 'course, we know they probably don't, or are just clueless in general.
You know how many 3D game modelers would break down crying if they had to try to make a better BSG than Omni's/ISD than BrandX's or risk losing their job? :nod:I think they would start up their own corporate espionage departments. They own the rights to the likenesses after all, so they could steal 'em.
(http://img245.imageshack.us/img245/1120/winamp2007081117333034bm6.th.jpg) (http://img245.imageshack.us/my.php?image=winamp2007081117333034bm6.jpg) | (http://img521.imageshack.us/img521/5492/winamp2007081117442376zi8.th.jpg) (http://img521.imageshack.us/my.php?image=winamp2007081117442376zi8.jpg) | (http://img337.imageshack.us/img337/8619/winamp2007081117442517qw2.th.jpg) (http://img337.imageshack.us/my.php?image=winamp2007081117442517qw2.jpg) | (http://img170.imageshack.us/img170/9274/winamp2007081117442625zu7.th.jpg) (http://img170.imageshack.us/my.php?image=winamp2007081117442625zu7.jpg) | (http://img54.imageshack.us/img54/1229/winamp2007081117333240oi2.th.jpg) (http://img54.imageshack.us/my.php?image=winamp2007081117333240oi2.jpg) |
They wouldn't legally have the right to do that, since brandx actually made the model.
So here's to hoping there's at least one person in LucasArts who still has some common sense left.
[15:19] <@chief1983> MAWR GRAEBLES!!!!!!!11!!!!!ONEEXCLAMATION
I wouldn't worry about polies too much yet, there's been alot of talk about why they aren't system killers. Besides, it's a Star Destroyer. There aren't going to be very many opportunities to see more than one at LOD0 all at once.
Okay guys, had to do some optimizing so it looks a little different, but don't worry, almost done. I like this new version even better! Lost a little bit of detail in the optimization, but for the most part it looks pretty good I think.ZOMGORZ!!1!!1!!
Updated Render (http://swc.fs2downloads.com/media/screenshots/Capships/Star_Destroyers/ISD/render1.jpg)
OK, I'm deleting my post, you guys do the same. After they are all gone, I'll delete this one. Go! :nod:
Of course not. There are two versions of the star destroyer, the Mark I and Mark II and there are differences between the two in the turrets, bridge and tower structure on top. This model is going to be the base for both versions, and so I'll be doing all the details that are common between the versions first, and then splitting it into the two versions mentioned, as well as several others, so the tower array will of course be there, but it'll be different depending on which star destroyer you'll be facing in the mission, or both in some cases
(http://i14.tinypic.com/4ouszzd.jpg)
whats the second thing? (been years wince ive seen SW)
HAHAHAHAwhats the second thing? (been years wince ive seen SW)
It's as millions of voices suddenly cried out in terror, WTF is akenbosch smoking.
amount of years since i've seen SW: 6.
episodes i've seen: 1
EDIT2: Hmph. That doesn't look as good as it does in full-screen.
Hmm. :drevil: ISD devs looky here, I think you'll find it quite helpful:
13.81 MB (http://www.megaupload.com/?d=MBOEMI62)
If questions arise, remember that the filename is TFU_TT
And please remember that Linux is case-sensitive. ;)
VLC Media Player should work nicely on the larger file, if you don't have another player that supports flv format.
He was a demon on Etch a Sketch ;)
:beamz:(http://img214.imageshack.us/img214/1382/facepalm2ly3.jpg)
Happy?
I don't know where it stands as far as continuity is concerned guys, but what do you think of the pellaeon star destroyer? Also, if you plan on putting in an eclipse, do you also plan on putting in the sovereign class?
Also, since it's much closer to the project timeline, there's a ship referred to as giel's flagship.
Updates? :nervous:
Hmm, so this leviathan is not all "mortals abandon hope" like as in the empire's resirection comic. Good to have pointed this out, thanks!
I don't think many ships would handle being rammed by a giant solid chisel (taking minimal to no real damage itself). Oh and it has a DSL to boot... :lol:
I just recalled the back of the "forces of corruption" star wars game: You could see a fleet of ISDs, an executor in the background, and something elso far darkier (an eclipse) behind the executor. The eclipse seemed larger than the exec, but of course I could be wrong.
regardless, for me the executor is sexier. it's kinda like, comparing an el camino to one of those classic mustangs...
regardless, for me the executor is sexier. it's kinda like, comparing an el camino to one of those classic mustangs...
if the executor is the el camino and the mustang is the eclipse
Just a question, I don't want to flame, but do you really think the tector exists?
If the 158th is planning ground tanks, I suppose walkers can't fit in because they are animated objects, right?Yes, but the kind of animation required here would be very difficult to do at all, and exceedingly difficult to do well.
Is there a possible way to animate objects in FS?
...Imagine being able to fly into the bowels of the death star 2 à la descent...
...Imagine being able to fly into the bowels of the death star 2 à la descent...
That may not be a bad idea, but that would require a huge frame-per-second-eater DS interior model.