Hard Light Productions Forums
Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: Tempest on August 02, 2007, 04:07:37 pm
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I've been asked to focus on priority 1 models instead of adding to The List. So here.
(http://i118.photobucket.com/albums/o116/Tempest_77/B-wingfinal.png)
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Damn that's a thing of beauty. Is there any possibility, however, of perhaps optimizing maybe a thousand or so polies out of it? If possible, that is. Perhaps on some of the guns?
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6482 polys? Damn, thats more than some capital ships!
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It's not too bad actually, our baseline for fighters like this is around 5-5.5k
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Very nice. I don't see anything wrong with it, but perhaps the polies might slow down some computers a bit.
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Very nice. I don't see anything wrong with it, but perhaps the polies might slow down some computers a bit.
If you see the actual spec we could have in this year 2007, having such poly for fighters won't decrease performance since Dual Core/Quad Core and the actual GPU have enought power to support those beauty. Ok, we have people we are still with their old specs and can't afford to buy a new spec.
And in this case, it would be a little disappointed to not use the potential of the SCP engine capabilities with higher end spec. However, they still can make low poly for LOD 1/2/3.
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you know, I think we should make all of our models for the future!!! I mean soon every one will have 8800gts's right? who cares if it runs slow on computers now, Fate of the Galaxy isn't out now!
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Oh come on. Backwards compatability is only tolerable to a point. I suppose we should make SWC run under DOS, too, since someone might want to play it with DOS but can't afford a new computer?
Really, if we use efficient textures and LODing, there won't be much a difference for the user. The HT&L engine is optimized to allow us to put a lot of detail into our models.
This B-Wing is BARELY more highpoly than most of the HT&L fighters. You know why the colossus gives your computer a framerate hit? Because it uses a huge number of textures. It's low polycount doesnt offset it. People should stop whining about large polycounts, which really, aren't even that excessive.
Also, it IS a valid point that the mod won't come out for probably at least another two years. By that time, the models we're using won't be in any way unreasonable compared to other modern games. Game companies purposefully design games based on future expectations of technology, and we're doing the same. We're putting enough detail into our models so they look accurate.
If you really want, make your own B-Wing.
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Yeah, the engine actually handles high polycounts quite well. Texture rendering and computing shield collisions (though Bobboau has some ideas on improving that one... by orders of magnitude, from what I hear) are bigger performance issue.
And the thing about polycounts is that as long as the LODs are well done, people can lower them on the fly using the model detail slider in options - Which doesn't actually reduce model detail up close, it just makes lower LODs kick in earlier, so you still get all the details when you're skimming the hull of a Star Destroyer or ramming a poor unshielded TIE. So basically, model for high-end systems, and people with low-end systems can adjust their settings to match and all will be well, as the detail options are there for a reason.
Also, there are a few things that can be done to cut on-screen polycounts without actually changing the models. You probably know about them already but I'll mention it anyway on the off chance you don't: In ships.tbl, the "POF target file" and "POF target LOD" options can be used to specify which model and LOD are used for the target box model, which can potentially cut several thousand on-screen polys when a very detailed ship is targeted. And for larger ships, detail boxing can do wonders for areas that need particularly intricate modelling, essentially working as a kind of local LOD.
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(http://i19.tinypic.com/4xvol5i.jpg)
what better way to celebrate getting my hands on a model than to add smoothing and do a fancy render!
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just a quick question: What's LOD stand for?
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Hmm, let me wager a guess: Level Of Detail
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Yup. It's the mechanic where the further away a ship is from you, the lower quality model it uses for it. A POF contains 4 or 5 of them for each ship, and you set a distance in the table file. The distance can be modified with the model detail slider in the graphics settings too.
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ah, so that's why the lights on the sides of the diemos look like a big white blur until I get up close.
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Set all your detail settings sliders to max in the Options (F2)... if you get problems, back a few of them down.
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(http://i9.tinypic.com/62z6gjc.jpg)
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Awesome. :eek2:
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I was gonna complain that the leading edge of the main wing needs to be more rounded-off, but you just fixed it :)
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Very nice. I don't see anything wrong with it, but perhaps the polies might slow down some computers a bit.
If you see the actual spec we could have in this year 2007, having such poly for fighters won't decrease performance since Dual Core/Quad Core and the actual GPU have enough power to support those beauty.
Not many people have DC/QC. Most people have Pentium 4s. But it doesn't matter, the thing that lags a computer most is textures, as they are quite big. Poly counts don't really do much, as they're way less of a size, and usually alot more optimized.
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texturing will begin when i get home from work at about 9PM EST
i'll be posting WIPs
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presenting: the blank slate
(http://i16.tinypic.com/53zbq06.jpg)
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How do the S-Foils move? I don't see hinges. :confused:
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in this version they wont be moving, since the code for that is still apparently iffy.
next version will have that all cleared up. and it will have cockpits (i will make a b-wing as well as an extended b-wing with a gunner position)
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I love it! The B-Wing was one of my favourite rebel fighters when I was a kid! :)
Nice! :)
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(http://i14.tinypic.com/6agwpvr.jpg)
and it begins.
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BANZAIII!!!!!!! :lol:
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(http://i13.tinypic.com/63ujz84.jpg)
much cleaner this time
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Purely incredible. I think we're really kicking into gear now, it's sweet.
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Good job guys. Just FYI, the cockpit IS supposed to be able to roll around to accomodate the spin of the craft. And the Plexiglass panels are suposed to go just over half the length of the cockpit to, again, accomodate the spin of the craft. Just a few pointers, but otherwise, an excellent B-Wing model.
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This has been modeled and textured based on photos of the movie model, among other things, and the ship is indeed rotating around the cockpit.
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and the ship is indeed rotating around the cockpit.
0.0 !!!!!!! x1000
Wow, I can't wait to fly it then! That must have been hard to pull off. Although, if it were TRULY as you say, the pilot's perspective must make for some pretty boring dogfights. You roll to the right and instead of the cockpit rolling, the ship just spins around it. Anyway, it sounds pretty cool.
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I should correct that before someone else gets a nerdon: The cockpit is a subobject, capable of having the ship rotate around it, as soon as we figure out how to make it do that in game. The wings are also subobjects, and will also hopefully be movable ingame. But it's not actually done yet. I was just pointing out that since it's a subobject, it can be freely rotated like that in the modeler, and is intended to be rotated ingame later.
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lol did I read that right?
A "nerdon?"
Rofl...
I just think it would be pretty cool to see.
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A "nerdon?"...I just think it would be pretty cool to see.
Trust me, a nerdon is not a pretty site.
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(http://i9.tinypic.com/5zc09r4.jpg)
now with lines!!(tm)
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Nerdon Alert!