Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Riven on June 08, 2002, 11:18:34 am
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I've been working on it a bit more, found a few pics on the web from the tv show. Here's a size comparison between the Command Carrier and the Colossus. Do you think the size is right? the model isnt finished yet and i need to find out how to model turrets etc. So if you want to lend a hand say so.
(http://freespace.virgin.net/ididntdoit.canttouchme/Carrier.jpg)
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that looks like way too many polies for FS2
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that looks like way too many polies for FS2
Whats the limit?
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(square root of pi) * 1000
exactly that many polys... no more, no less... no rounding!
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:rolleyes:
maximum per submodel: about 820. maximum per pof: about 5000 I think ( all subobjects put together ).
also your models uses intersecting meshes, and FS2 won't like that, thel result will be ugly graphical bugs.
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Plus you'l prob. need to triangulate it. And it looks like you'll have problems from intersecting faces.
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i didnt understand a lot of that but i'll play around and see what i come up with, unless someone wishes to help???;7Those who do help can use it for whatever they want and will be credited, i'm more of a concept man
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okay, here's what i think you meant. in TS2 it reads as 2708 faces. That leaves quite a few for turrets and the like. Does anyone know a good tutorial about how to make turrets in TS2?
(http://freespace.virgin.net/ididntdoit.canttouchme/carriermod.jpg)
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Umm...thats exactly 1000 polys way too much.
Babylon 5...the single largest and most detailed model in the history of FreeSpace 2 (and with a working engine version) is going to be about 3000 and we're REALLY concerned about that. We're trying to do some sort of super LOD stuff (and do more than 4 levels of detail).
Way too many polys methinks.
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You don't count triangulated.
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*leaps from the shadows and cracks open IceFire's skull*
~-=! Braaaiiiiinnns !=-~
*bites a few chunks outta IceFire's brain and wanders off*
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Originally posted by an0n
*leaps from the shadows and cracks open IceFire's skull*
~-=! Braaaiiiiinnns !=-~
*bites a few chunks outta IceFire's brain and wanders off*
hey! use those few neurons you just stole and you might get your first, complete brains!
:D
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*cracks open Venoms skull and east his brains*
~-=! Braaaaaiiiiiinnnnsss!!! Chewy braaaaiiinnsss !=-~
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omg...wrong thread!!!!!
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Christ not here aswell.
Your all gonna be in big trouble when Thunder gets here.
As for the model....
Wow, thats huge, almost rediculously huge. I mean, how am i supposed to bomb that!? It could hold the enitre shivan sathanas fleet!
pete
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~-=! Brain eating always multi-thread. Just you never notice. Gnurmanaarphmg !=-~
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[comes in and smacks anon with own arm]
One... forum... at time! Deplete... herd... otherwise!
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Originally posted by beatspete
Christ not here aswell.
Your all gonna be in big trouble when Thunder gets here.
hmm? I'm not afraid of thunder, I never did anything to offend him I think, plus it was just a piece of my poor humour :p
btw, An0n, if you eat only my brains, I'm afraid you gonna starve soon :p
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He's moving from the Sexy Lgithsaber thread....SPREAD! SPREAD! SPREAD! LIKE A VIRUS!!!!!!:headz:
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*twitches, lying in a puddle of his own filth*
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I'd shoot him with some nasty ray gun...but apparently I have a startling debilitation of a partial lobotomy.
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Ooh! Mind if I join?
[rolls in puddle of own filth]
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*raises Command on secured frequency*
*calls down beam salvo on specified coordiates*
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Originally posted by Riven
i didnt understand a lot of that but i'll play around and see what i come up with, unless someone wishes to help???;7Those who do help can use it for whatever they want and will be credited, i'm more of a concept man
Basically you have to make any ship out of smaller objects none of which can have any more than 820 polys.
As for intersecting polys it means that you can`t have one shape going through another. It looks okay in TS but the second you put it in FS2 you'll have problems.
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can i make say the engines and ring seperate submodels? would this work if it's 820 per submodel and 5000 overall.
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Booleans anyone?
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I really don't see the problem with high poly ships (more than 3000! dear me! 3000! is that it!!! AHH!! man! - I coulkd run that on a 450!
er.... anyway polys dont concern me however the detail is too low for that number less curves on the ship as a whole and more details!
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so is there anything to stop FS from using models with a high polycount or is it just the computer? Because i'm using a 1.33Ghz AMD Athlon so i don't care about inferior people.:ha:
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it's coded like that. break the polycount limit and you'll get the shards o' death. and FS2 will crash, you'll die, and it'll be the end of the world. it's bad.
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Originally posted by Riven
so is there anything to stop FS from using models with a high polycount or is it just the computer? Because i'm using a 1.33Ghz AMD Athlon so i don't care about inferior people.:ha:
The game assigns memory for each model. With 'normal' sized models, that's only enough memory for about 850 polys per object, plus a limit on the total number of objects.
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source code is what I meant.... we make it more up to date!
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Originally posted by LAW ENFORCER
source code is what I meant.... we make it more up to date!
Why? The current limits have a benefit - they encourage people to actually concentrate on their models and be as efficient as possible.
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Why? The current limits have a benefit - they encourage people to actually concentrate on their models and be as efficient as possible.
On the other hand, you could say that they simply force people to create inferior models. It's like forcing someone to use the Quake 2 engine for a game instead of the Quake 3 engine. So what if he optimizes his models and levels more. It still looks worse, and both easily run fast enough on an average PC.
Besides, if the source-code is really brought up-to-date graphics-wise, the speed increase will be at least enough to triple the poly-counts on everything and get the same FPS.