Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Aardwolf on February 25, 2008, 10:11:19 am
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Some reason the debris from the Aten cruiser spins about an off-axis (one that comes nowhere close to the center of the debris pieces)... Has anyone else noticed this?
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Maybe the blast waves always blow it apart off center?
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The HTL* Aten is riddled with bugs anyway.
* - (HTL sounds cooler than high-poly... can I please call it that?)
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Only if you call the original models Glide (since those models were optimized for Glide rendering).
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I notice this glitch with the faustus too, as well as the hit box for that ship being totally screwed up.
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The Aten is a screwed up model. It was victim to a bad conversion or something, or just crappy modeling.
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It has an all new model for the next MVP set, so you can consider this fixed already. :)
Axem; I'll always call them HTL models because it implies more of a change than a simple high-poly model. :p
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True, they are typically more than a high poly model. Stuff like less texture maps and whatnot. So how about calling it HTL optimized? :p
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*sobs* I promise you all, as soon as Styx releases a MAX exporter that Kazan is happy with, I'll re-export all my mediavp models.
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lol, don't worry about the rest of them - I've sorted all but the zephyrus now. All your ones in the upcoming MVP release are rock solid stable. :)
That said, the Zephyrus is currently too far gone for it to be so easily fixed, so we can't put it in the MVPs as is. :(
The use of transparent textures makes it far more difficult to repair than your other HTL stuff, and as such I know I would just end up practically rebuilding it from scratch.
Basically there are a lot of places with impossible geometry - mainly around the interior of the transparent textures and where that interior meets the hull as it's kinda like having parts of the hull volume sectioned off by polys. This makes it very unstable, because 3d apps just can't figure it out. Would it be possible to turn the transparent texture stuff into actual geometry as you did with the faustus, and also map it out onto one big texture? It currently uses a total of like 43 individual map files when the shine, glow, normal and height maps are counted. :\
Also, don't be afraid to add a lot more detail, as it seems you didn't add very much external greebles or anything to the original model. :)
Axem: Fine you win! I shall call them HTL optimised, abreviate it to HTLO, and then chop off the O because it makes it look like a retarded version of Y HALO THAR.
:p
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Basically there are a lot of places with impossible geometry - mainly around the interior of the transparent textures and where that interior meets the hull as it's kinda like having parts of the hull volume sectioned off by polys. This makes it very unstable, because 3d apps just can't figure it out. Would it be possible to turn the transparent texture stuff into actual geometry as you did with the faustus, and also map it out onto one big texture? It currently uses a total of like 43 individual map files when the shine, glow, normal and height maps are counted. :\
That should be done. More polygons and fewer textures is better than fewer polygons and more textures.
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Every time you make FSO call setTexture(), God kills a kitten.