Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Hades on August 08, 2007, 08:43:12 pm
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This is a building i have been working on, i was going to use this in game but it needs UVmapping and converting. :p So what do you think?I have been working on it for like half a day.
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work for shadows of lylat and give it to them
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Umm.. Once textured the building should look good.
From just the window areas I've calculated 7K+ polys. For just one building thats ok. But if you need lots of buildings then 14 or less of these buildings would hit 100k poly.
Depends on what you want to achieve as to how poly ruthless you need to be.
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i can see some optimizing being done...
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work for shadows of lylat and give it to them
EVERYONE would be interested on it. There's Shiv, for example: he already made some buildings. You can find screenshots, too.
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Umm.. Once textured the building should look good.
From just the window areas I've calculated 7K+ polys. For just one building thats ok. But if you need lots of buildings then 14 or less of these buildings would hit 100k poly.
Depends on what you want to achieve as to how poly ruthless you need to be.
Its only 4k :P.
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AIII could use it. We need some better buildings for our atmospheric missions.
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Ok, what style?
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More armored-type.
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before you let snail have his way, can you release it as-is?
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before you let snail have his way, can you release it as-is?
It doesn't need optimizing.
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i was talking about the fact that snail wanted it a different style, and i wanted it how it is.
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AIII could use it. We need some better buildings for our atmospheric missions.
What did I say a few posts ago?
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Its only 4k :P.
I took a guess that it had windows on all four sides, and that it was counted in triangles and not quads. :p
If you look at a lot of buildings, the ground floor is taller than the window floors, and sometimes has a different look.
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These windows are 9 feet.