Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Sushi on April 17, 2001, 01:43:00 pm
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I know this has probably been answered before, but I can't find it...
What is the max Poly count that FS will take for a fighter? I've been trying to keep count down, but the current version I have has 300 polys, and I'm not even close to being finished yet! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
Any suggestions on how to lower count? I'm using 3DS3.
Oh yeah, here's a few early renders of the GTF Actaeon, the ship in question...where can I take out polys?
(//Http://sushicw.homestead.com/files/freespace/an01.gif)
(//Http://sushicw.homestead.com/files/freespace/an02.gif)
(//Http://sushicw.homestead.com/files/freespace/an03.gif)
Thanks for any help. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
[EDIT]
Oh yeah. the other question is, where(if anywhere) should I add polys?
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Sushi- the OTHER white meat!
Accelerate your game-Velocity Mod (//"http://sushicw.homestead.com/files/freespace/index.htm")
[This message has been edited by Sushi (edited 04-17-2001).]
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Well, if you do as I do, my poly counts is between 150 and 800 for a fighter. Nobody talks about the vertice count, but it's as important, (same numbers than polys)).
If you wondered about map counts, well I heard of fighters using 16 (!) maps.
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venom2506
Member of the Robotech mod for FS2 ("http://robotechlan.com/freespace2/")
and of Hidden Terror, the Shivan campaign ("http://shivancampaign.homestead.com/index.html")
and My own page ("http://www.geocities.com/venom250681/Venom2506.html")
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It's about 800 per sub-object, and I really wouldn't advice having more than one sub-object for a fighter...
But I'd say aim for about 400 max. But that's just personal opinion.
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"Supernova, ya supernova, supernova goes pop
supernova, ya think it's over but the supernova don't stop" PM5K
Death:"Arnold Judas Rimmer... your life is over. You will travel with me to the-"
#knees death in the groin#
Rimmer:"Remember matey, it's only the good that die young"
Kudoth, god of pointless educational programs.
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300 polys should be OK. The FS2 fighters range from app. 250 to 550 polys. So you should be safe but as you say: it the texture who makes or breaks the model (atleast low poly models).
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Cool...looking at it more, I think I'm going to take off some of the cockpit polys. That's going to be pretty much solid black anyways, and the extra detail would just be wasted. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Alright...goal is to have a total no greater than 350 polys.
Then I have to figure out the texturing. Groan... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
[EDIT:] Updating pics to show new low-poly cockpit.
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Sushi- the OTHER white meat!
Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/index.htm")
[This message has been edited by Sushi (edited 04-17-2001).]
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I would poly reduce the back, but remember that the back is the part of the ship that is going to be seen the most. max maps is one, if you make it with 37,000 maps i will come over there and smack you with a trout, becase your not trying hard enuogh (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif), seriusly it takes about a week to learn.
that model looks like it shouldn't have more than 350-400 polys, you need to do basic poly reduction, wich involves welding edges to make a bunch of squares into a bunch of triangles.
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Bobboau, bringing you products that work.............. in theory
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Originally posted by Bobboau:
I would poly reduce the back, but remember that the back is the part of the ship that is going to be seen the most.
hmmm...I'd opt to reduce polycount in the bottom and front in that case, and instead add polys to the back to simulate piping running on the outside of the engines, that's hard to emulate with just texture if that's the part of the ship that's the most often in your view...
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JarC (ICQ ("http://21893433.home.icq.com/main.html")) "Dave? Will I dream?"
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I don't agree with Bobboau about the only one map per ship. FS2 handles very well multi maps on a single model, and comps are now powerful enough to follow. Using multiple maps makes the ships looks better, because you have a better resolution. Take the YF19 I made for the robotech mod, and give it only one map, it won't look the same believe me. And it as nothing to do with the fact I didn't try enough, man. A black line on a 256*256 map al=pplied only on the nose of a ship will look as a black line. the same line put on the corner of a pic where the nose as been drwan to gain some place will look like a stretched stain. On my last model, yopu can count the rivets, and it works smoothly in FS2 ( and I don't have a geforce gts2 mounted in a Pentium 1.4 GH believe me).
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venom2506
Member of the Robotech mod for FS2 ("http://robotechlan.com/freespace2/")
and of Hidden Terror, the Shivan campaign ("http://shivancampaign.homestead.com/index.html")
and My own page ("http://www.geocities.com/venom250681/Venom2506.html")
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how many of those fighters did you have on screen and what was the asosiated poly count, and if you are able to could you check the frame rate of normal FS ships and yours in comparasin (with about thirty of ships on screen, not just one).
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Bobboau, bringing you products that work.............. in theory
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Well, I don't know? ask Max, he got's most of my ships. But I tried a battle of endor mission with some of my models and I noticed no difference, so... He, computers and gfx cards have evolved (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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venom2506
Member of the Robotech mod for FS2 ("http://robotechlan.com/freespace2/")
and of Hidden Terror, the Shivan campaign ("http://shivancampaign.homestead.com/index.html")
and My own page ("http://www.geocities.com/venom250681/Venom2506.html")
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I just updated the pics again, and this will probably be my final model version. Oh, wait... I forgot about the engine glow polys. I assume I need to make a structure for that as well, right?
My other question, asked in the Q&A thread, is should I boolean the whole thing together now? Will it really matter if I don't?
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Sushi- the OTHER white meat!
Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/index.htm")
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mhh, looks like fins and wings are intersecting with the main hull... beware the clipping, man (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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venom2506
Member of the Robotech mod for FS2 ("http://robotechlan.com/freespace2/")
and of Hidden Terror, the Shivan campaign ("http://shivancampaign.homestead.com/index.html")
and My own page ("http://www.geocities.com/venom250681/Venom2506.html")
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Yah, they intersect, as does the cockpit, the wings, the missile bays on the bottom, and the engines. Will that cause problems? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/confused.gif)
Almost forgot- here's another image. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
(http://sushicw.homestead.com/files/freespace/an04.gif)
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Sushi- the OTHER white meat!
Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/index.htm")
[This message has been edited by Sushi (edited 04-19-2001).]
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Three Questions:
1. I need an engine-glow structure, right? This isn't covered in the ship creation tutorial...
2. Would it work to do all of my texture alignment in 3ds3 instead of TS? I know I could map the faces just fine, I just don't know if the format for the textures is the same- in 3ds3, the textures are integrated into the model file.
3. What's a good place to start for textures? I could rip them out of FS2's VP files, but if I wanted to create them from scratch, where should I start? Paintbrush? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Sushi- the OTHER white meat!
Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/index.htm")
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Originally posted by Sushi:
Three Questions:
1. I need an engine-glow structure, right? This isn't covered in the ship creation tutorial...
Yep, call it thrusterXX (replace the XX with 01, 02, etc if more than one or leave off altogether if just one), then use one of the thruster ani's to texture it with.
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JarC (ICQ ("http://21893433.home.icq.com/main.html")) "Dave? Will I dream?"
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For drawing textures, look at theX-Wing: Alliance Upgrade Project ("http://www.xwaupgrade.com")
They have a fairly good texture drawing tutorial.
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Yes its a MUCH better idea to map under 3ds3, the coordinates are kept when converted to cob files (you may have to apply the maps again, but the UVW mapping will still be there).
"in 3ds3, the textures are integrated into the model file."
??? I'm using this one for 7 years now, and I can assure you that they dont, maps are along like in any other 3ds prog.
Ho, yes, about the intersecting face: yes, it's wrong: they will show through the hull in FS2 (looks wrong, if you ask me).
For mapping, I'm using a crappy prog nobody knows and PSP5 (yea, I know, it's old (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif) ).
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venom2506
Member of the Robotech mod for FS2 ("http://robotechlan.com/freespace2/")
and of Hidden Terror, the Shivan campaign ("http://shivancampaign.homestead.com/index.html")
and My own page ("http://www.geocities.com/venom250681/Venom2506.html")
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One good point is that if the model has a fairly hefty polycount it can still work well, just be mindful when using it in missions and don't slap 20 of them out at any given time.
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Warlock
(http://deathangelsquadron.net/da.jpg)
DeathAngel Squadron ("http://deathangelsquadron.net")
CO
Do or Do Not,..There Is No Spoon
Ghosts of the Past Forum ("http://pub10.ezboard.com/bdeathangelsquadronforum.html")
Ghosts of the Past WebSite ("http://deathangelsquadron.net/GhostsofthePast/ghostsofthepast.html")
To Fly Exotic Ships, Meet Exotic People, and Kill Them.
We may rise and fall, but in the end
We meet our fate together
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Thanks StarWing. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif) The lancer's Reactor has a good one too.
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Crap! I don't get my ancient status here at HLP. Oh well.
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Originally posted by JarC:
Yep, call it thrusterXX (replace the XX with 01, 02, etc if more than one or leave off altogether if just one), then use one of the thruster ani's to texture it with.
How do you texture something with an .ani? Do you do this in truespace? Also, do you have to name it in Truespace as well?
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Hem! I'de like to know too! Because I tried several things, from creating a fake map with the same name (thruster01) to changing map name under an hex editor, and the best result I happen to get is the ship to load, no error message (cool), but no thrusters too (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
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venom2506
Member of the Robotech mod for FS2 ("http://robotechlan.com/freespace2/")
and of Hidden Terror, the Shivan campaign ("http://shivancampaign.homestead.com/index.html")
and My own page ("http://www.geocities.com/venom250681/Venom2506.html")
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Originally posted by venom2506:
Hem! I'de like to know too!
As far as I have understood it, it works likes this. When you open a POF in ModelView, you will see a thruster listed in the texture list, however you will not find a thrusterXX.pcx file in any of the vp files, but only thrusterXX.ani files.
Since ani files are nothing but a series of scrunched pcx files (probably using keyframes and deltaframes), FS (and any viewer) simply takes the first unscrunched frame (which is a complete, full frame in pcx format) and uses this as texturemap
So all you got to do is to extract the thrusterXX.ani of your choice, open in AniView and extract the first frame, save it giving it the same name as the ani but use bmp as format, you now have a thrusterXX.bmp which you can use to texture in TS...
CRAFT strikes again here, coz I vaguely remember there being something to the size of the object in truespace in relation to the x,y size of the chosen thruster ani...
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JarC (ICQ ("http://21893433.home.icq.com/main.html")) "Dave? Will I dream?"
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[This message has been edited by JarC (edited 04-22-2001).]
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Originally posted by venom2506:
Hem! I'de like to know too! Because I tried several things, from creating a fake map with the same name (thruster01) to changing map name under an hex editor, and the best result I happen to get is the ship to load, no error message (cool), but no thrusters too (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
I've always done it with a fake map with the same name, it should work.
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Originally posted by Eternal One:
I've always done it with a fake map with the same name, it should work.
So am I right in understanding that the way to do this is just have a texture file that can be pretty much anything, but just labelled thrusterXX? and that instead of whatever texture you had FS2 will know to load the ani instead?
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As I've understood it, Freespace doesn't even look at the file type, only the name itself. So thrusterxx.bmp is the same as thrusterxx.ani as far as the game is concerned.
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Sweet- that'll make the thrusters easier.
Now, once I have time, I just need to move all the polys so they DON'T intersect... or just Boolean the whole thing. Either way, pieces must be shifted- I don't want to Boolean anything on a curve. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif) No faster way to get tons of polys.
One more thing- this thing really has to be a low-poly model. It's supposed to be a relatively cheap scout/light intercept fighter- similar to the Pegasus in performance, but a whole lot cheaper to manufacture and operate- and thus, I hope to have a lot of them. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) I WILL keep it under 300.
And thinking ahead a bit...
what's a good way to create different LODs? 3ds3 doesn't have a poly-count reducing algorythm.
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Sushi- the OTHER white meat!
Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/index.htm")
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Originally posted by morris13:
How do you texture something with an .ani? Do you do this in truespace? Also, do you have to name it in Truespace as well?
The simple thing to do is use VP View, open the Thurtser ani and use save as AVI (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
Then when you select a texture in TS, simply set format to All textures (or avi) and go for it)
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Warlock
(http://deathangelsquadron.net/da.jpg)
DeathAngel Squadron ("http://deathangelsquadron.net")
CO
Do or Do Not,..There Is No Spoon
Ghosts of the Past Forum ("http://pub10.ezboard.com/bdeathangelsquadronforum.html")
Ghosts of the Past WebSite ("http://deathangelsquadron.net/GhostsofthePast/ghostsofthepast.html")
To Fly Exotic Ships, Meet Exotic People, and Kill Them.
We may rise and fall, but in the end
We meet our fate together
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well, with 3ds3, the best way to make lods is to make the LOD0 first, then for the 2 one you make a copy of it, and merge lots of useless vertices, and so on. That's the way I do that, anyway.
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venom2506
Member of the Robotech mod for FS2 ("http://robotechlan.com/freespace2/")
and of Hidden Terror, the Shivan campaign ("http://shivancampaign.homestead.com/index.html")
and My own page ("http://www.geocities.com/venom250681/Venom2506.html")
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Originally posted by morris13:
So am I right in understanding that the way to do this is just have a texture file that can be pretty much anything, but just labelled thrusterXX? and that instead of whatever texture you had FS2 will know to load the ani instead?
Some additional things I've discovered...
If a thruster subobject uses any of the following texture names: thruster01,
thruster02, or thruster03, FS will use the animated ANI textures
In addition, activating afterburner changes the displayed texture from the current one to the corresponding "afterburner" mode of that texture.
Normal Afterburner
thruster01.ani thruster01a.ani
thruster02.ani thruster02a.ani
thruster03.ani thruster03a.ani
Thruster textures are ani files, 30 frames long, 15fps, 64x64 pixels.
Now, here's the size related thing...
thruster textures MAY NOT BE TILED. If a thruster texture does not fit the face it is applied to without tiling, it will not be
displayed, and you will have an invisible thruster flame.
BTW. You do NOT need to use an animated version as texture in TrueSpace, in fact, it doesn't even matter which imageformat as long as TS can read it...and as long as the name before the period is the same as in FS, FS will use the correct ani...
so there's no need to struggle with an avi file, just export the first frame of a thrusterXX.ani with ANIVIEW and save it as a BMP...
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JarC (ICQ ("http://21893433.home.icq.com/main.html")) "Dave? Will I dream?"
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[This message has been edited by JarC (edited 04-27-2001).]
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So it seems like the best thing to do would be import a thruster object from a finished model and just change the base to fit your own model in order to make sure the size is right? Is there an easier way to make sure your thruster object is the right size?