Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vengence on September 02, 2011, 04:59:16 pm

Title: Too Big To Exist?
Post by: Vengence on September 02, 2011, 04:59:16 pm
I've been messing with EVE assets lately and I'm trying to get one of the space stations into Freespace 2 and well.... lets just say that just clicking the name of the thing causes everything to crash  ;). The model is roughly 50k polygons and 40km in all directions. So yeah... a bit too big for FS2 to handle alone :P or am I doing something wrong?
Title: Re: Too Big To Exist?
Post by: QuantumDelta on September 02, 2011, 05:01:00 pm
40km is larger than the gamespace btw.. :I
Title: Re: Too Big To Exist?
Post by: Commander Zane on September 02, 2011, 05:03:45 pm
The Pyrgos is 31km in width and length but 51km in height.
But vastly lower-poly.
Title: Re: Too Big To Exist?
Post by: Vengence on September 02, 2011, 05:05:56 pm
I don't know if I could reduce the polycount though I do believe I can probably slash the station into bits and assemble in editor with some luck. Granted I'm not really interested in that, I'm experimenting with installations.
Title: Re: Too Big To Exist?
Post by: JCDNWarrior on September 02, 2011, 05:09:31 pm
Could be worth to reduce in size to something more acceptable without losing the vastness of it. From 40km to, lets say, 10k. See how much remains. Doubt it's easy though.
Title: Re: Too Big To Exist?
Post by: Dragon on September 02, 2011, 05:33:35 pm
It's easy with the latest PCS2. Also, 40KM is far from "out of gamespace". Flying that far is boring, but not impossible. Terrain models are larger than that. This station will most likely be used mostly as terrain or background model.
As for crash, FRED2 debug now generates it's own log. Take a look at it.
Title: Re: Too Big To Exist?
Post by: Hades on September 02, 2011, 06:46:48 pm
40km is larger than the gamespace btw.. :I
No it's not. I think the gamespace is more like 300-600 km.

It's easy with the latest PCS2. Also, 40KM is far from "out of gamespace". Flying that far is boring, but not impossible. Terrain models are larger than that. This station will most likely be used mostly as terrain or background model.
As for crash, FRED2 debug now generates it's own log. Take a look at it.
Actually, depending on how speed is balanced, it could very easily not be a far distance. It is for the default FS speed values, true.
Title: Re: Too Big To Exist?
Post by: Dragon on September 02, 2011, 06:52:58 pm
Even with 300-400m/s, it's still a long (though no longer unreasonable) distance. Autopilot flights are routinely set further than that though (when they actually work). Regardless, an object of this size won't be threated like a typical station, being more like a terrain model.
Title: Re: Too Big To Exist?
Post by: Commander Zane on September 02, 2011, 06:57:45 pm
I have a screen on Inferno going past 3,600km. :nervous:
Title: Re: Too Big To Exist?
Post by: Droid803 on September 02, 2011, 07:40:00 pm
You problem with this model is probably because you're hitting the maximum polygons per subobject limit.
Simply divide it up into subobjects parented to detail0 and it should be fine.

Size don't matter.
Title: Re: Too Big To Exist?
Post by: Nuke on September 02, 2011, 11:16:48 pm
i managed to get a 1to1 scale model of Tethys (radius is 531.1km) into the game just fine, of course going any higher than a low orbit causes all kind of floating point glitches.
Title: Re: Too Big To Exist?
Post by: Vengence on September 02, 2011, 11:57:14 pm
You problem with this model is probably because you're hitting the maximum polygons per subobject limit.
Simply divide it up into subobjects parented to detail0 and it should be fine.

Size don't matter.

Do you know the limit? I downloaded a PCS I link followed into something in Blue Planet forums I think. Supposedly very recent. I have no problems loading it into PCS2, its actually FRED2 or the game itself exploding if I try to view it  :p. Granted it'd be awesome to have gigantic set pieces. I have tons of plans for awesome scenes that require gigantic sets. Such as a raid mission involving attacking a ring station. Said station is...... obviously gonna be huge... Anyhow, figure this out and things should go well. I'm gonna try the subobject deal tomorrow. Wish luck!
Title: Re: Too Big To Exist?
Post by: Droid803 on September 03, 2011, 12:05:12 am
no idea the exact limit, but I do know that the UED Solaris model from BP went over that limit before being broken up.
Title: Re: Too Big To Exist?
Post by: pecenipicek on September 03, 2011, 01:03:02 am
the limit is around 64k polygons if memory serves properly. i know a certain 40k poly model i once imported worked relatively fine.
Title: Re: Too Big To Exist?
Post by: LoneKnight on September 03, 2011, 02:09:27 am
I have a screen on Inferno going past 3,600km. :nervous:

Screens on this, and on the Installation being discussed please.
Title: Re: Too Big To Exist?
Post by: Commander Zane on September 03, 2011, 10:50:54 am
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/WTF1.png)
I need to look at Sara's video to see how far you have to go before the hud goes completely ape****.
Title: Re: Too Big To Exist?
Post by: Vengence on September 03, 2011, 11:00:59 am
(http://img854.imageshack.us/img854/890/installationw.jpg)

A hyperion is 1.7km long, the hecate above it is 2.1km long, the Erebus is about 14km long. The installation... you get the idea.
Title: Re: Too Big To Exist?
Post by: JCDNWarrior on September 03, 2011, 11:18:31 am
Wow, that station sure looks good. Would be great to see it in a acceptable size (Also for FRED convenience). I just realised it's Vengence that came up with the idea.. I have much faith in your ability to make these work ;)
Title: Re: Too Big To Exist?
Post by: The E on September 03, 2011, 11:20:29 am
Given the textures and detail (or lack thereof), it would certainly look better as a three or four-kilometer object. At 40 or 50, it will just look ugly.
Title: Re: Too Big To Exist?
Post by: jr2 on September 03, 2011, 11:40:20 am
Any way to reduce the size of all the ships proportionately?  Would that work?  I mean, make a ship that is 10 km long 1 km long, if it's 20m long make it 2, etc.  Then play with the FOV if you have to?  IDK if that last bit would be necessary though.  Would that be a workable idea?
Title: Re: Too Big To Exist?
Post by: Vengence on September 03, 2011, 11:49:56 am
Gotta hand it to CCP. the station is highly tiled, either case I was just messing around with assets and features  :p. I'm going to try separating the thing into subobjects.
Title: Re: Too Big To Exist?
Post by: Nuke on September 03, 2011, 08:32:44 pm
Given the textures and detail (or lack thereof), it would certainly look better as a three or four-kilometer object. At 40 or 50, it will just look ugly.

as surface area goes up, texel density goes down. should be a thing to be addressed by the materials system. perhaps blend a tile map into the texture while your at a high mip level.
Title: Re: Too Big To Exist?
Post by: Rga_Noris on September 03, 2011, 11:50:10 pm
Erm, the actual poly limit per subobj is roughly 20K, but optimized speed is achieved at roughly 15K.