Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Megadude on July 06, 2002, 02:07:20 pm

Title: Ship Poly's
Post by: Megadude on July 06, 2002, 02:07:20 pm
What is the standard # of poly's for a medium cap ship.  And what about other ships.
Title: Ship Poly's
Post by: Unknown Target on July 06, 2002, 02:43:43 pm
About 2000 for a large one. 500-700 for a fighter, 1000-1500 for a small cap ship. Max is 3000 for anything. (unless split into sub-objects)
Title: Ship Poly's
Post by: gevatter Lars on July 06, 2002, 03:04:22 pm
Mhh, I have got a model with 1800 polys and POF Constructor don't want to convert it. Any idea why the prog dosn't do it?
Title: Ship Poly's
Post by: aldo_14 on July 06, 2002, 03:10:49 pm
Quote
Originally posted by gevatter Lars
Mhh, I have got a model with 1800 polys and POF Constructor don't want to convert it. Any idea why the prog dosn't do it?
 

Is it all 1 object?  the limits are max 850 per individual object.  Also, you need to glue a light to an object (in Truespace) so the convertor can distinguish it as a seperate object.
Title: Ship Poly's
Post by: Killfrenzy on July 06, 2002, 03:31:45 pm
What sort of light and where?
Title: Ship Poly's
Post by: Unknown Target on July 06, 2002, 03:33:46 pm
say what???
Title: Ship Poly's
Post by: aldo_14 on July 06, 2002, 03:37:32 pm
Quote
Originally posted by Killfrenzy
What sort of light and where?


I only use local lights...not sure about other types...and AFAIK, the light is always gloues at the centre of its' object.
Title: Ship Poly's
Post by: Killfrenzy on July 06, 2002, 03:39:10 pm
So grab a local light, plonk it in the centre of the poly, and glue........as sibling?
Title: Ship Poly's
Post by: aldo_14 on July 06, 2002, 03:52:31 pm
Quote
Originally posted by Killfrenzy
So grab a local light, plonk it in the centre of the poly, and glue........as sibling?


Yup.  All gluing is sibling - as child' creates wierd non-existant grouping and generally FUBARs stuff up, in my experience.
Title: Ship Poly's
Post by: Vasudan Admiral on July 06, 2002, 07:59:58 pm
the newbie tute says to glue turret arms or something as children....make your mid up! :) :D
Title: Ship Poly's
Post by: LtNarol on July 06, 2002, 09:04:09 pm
Turret arms to the turret base as siblings, this is your turret, now select the entire turret in the keyframe editor and glue it to the hull as child.
Title: Ship Poly's
Post by: Vasudan Admiral on July 07, 2002, 07:09:13 am
i know, but i sometimes, wait, almost alyays do it different. arm>base as sibling, then both>hull as sibling. (if you have more than one selected it only lets you glue as sibling.
Title: Ship Poly's
Post by: aldo_14 on July 07, 2002, 07:51:31 am
Quote
Originally posted by Vasudan Admiral
the newbie tute says to glue turret arms or something as children....make your mid up! :) :D


That doesn't work properly 100% of the time, especially - IIRC - with 1+ turrets. Sibling always works for me.
Title: Ship Poly's
Post by: StratComm on July 07, 2002, 03:21:04 pm
Actually figuring out how to glue up ships took me a long time.  With Truespace, it gets really complicated if you try gluing stuff on one at a time.  That's why I always get the ship as I like it (turrets done beforehand and loaded into model, that way all I do is scaling/position/rotation) with turrets in place, set the LODs and debries at intervals either to the side or on top of the model (possibly both), select the hull, then glue everything as sibling to the hull.  Saves trouble.
Title: Ship Poly's
Post by: Vasudan Admiral on July 07, 2002, 06:09:23 pm
same here. gluing one at a time makes the second object a sibling of the first two. siblings of siblings of siblings tend to crash the game. :)