Author Topic: to aldo, zylon, and any other major modders  (Read 2483 times)

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Offline LtNarol

  • Biased Banshee
  • 211
    • http://www.3dap.com/hlp/hosted/the158th
to aldo, zylon, and any other major modders
ok, i think you've all seen my first 4 models, if you havent, click  http://dynamic.gamespy.com/~freespace/ubb/noncgi/Forum2/HTML/001282.html   i really need to know now to count polys, how many polys are too many for fighters, how many for capitals.  Also, it would help if you could give me a few pointers on converting to fs2, seeing as i really wanna fly these sometime.  thanks in advance

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158th Banshee Squadron http://3dactionplanet.com/hlp/hosted/the158th/  
Into the Night Campaign http://3dactionplanet.com/hlp/hosted/the158th/itn/

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
to aldo, zylon, and any other major modders
make it out of one subobject!!
you can't expect it to work out pretty with all thouse subobjects composing the main hull, and they look like they use too many polys but I can't tell for sure, FS poly\vert limets are about 750,

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Bobboau, bringing you products that work.............. in theory
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline LtNarol

  • Biased Banshee
  • 211
    • http://www.3dap.com/hlp/hosted/the158th
to aldo, zylon, and any other major modders
so far, i count 1052 on the second, about 300 some odd on the first, and about 1200 on the third.  

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158th Banshee Squadron http://3dactionplanet.com/hlp/hosted/the158th/  
Into the Night Campaign http://3dactionplanet.com/hlp/hosted/the158th/itn/

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
to aldo, zylon, and any other major modders
 
Quote
Originally posted by Bobboau:
FS poly\vert limets are about 750,


more 820/840 actually.
SCREW CANON!

 

Offline aldo_14

  • Gunnery Control
  • 213
to aldo, zylon, and any other major modders
 
Quote
Originally posted by venom2506:
more 820/840 actually.

The er... thingie mesh I made that Woomeister used & textured for a vasudan carrier was 846.  


 
to aldo, zylon, and any other major modders
It's a bit stupid imo to try to give polygon maxs to subobjects because the lmitation isn't about polygons. A model with 870 can work, but for example our Omega didn't work at ~740. The real limit is the size of the normal data...and that can vary a lot. If it's below 700, it'll work for sure, if it's bigger than that you try if it works.

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Project Co-leader
Freespace 2: The Babylon Project

[This message has been edited by Eternal One (edited 02-08-2002).]

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
to aldo, zylon, and any other major modders
 
Quote
Originally posted by Eternal One:
It's a bit stupid imo to try to give polygon maxs to subobjects because the lmitation isn't about polygons. A model with 870 can work, but for example our Omega didn't work at ~740. The real limit is the size of the normal data...and that can vary a lot. If it's below 700, it'll work for sure, if it's bigger than that you try if it works.


well, as in Max I know only face (triangle count), I actually never have any pbs.
SCREW CANON!

 

Offline LtNarol

  • Biased Banshee
  • 211
    • http://www.3dap.com/hlp/hosted/the158th
to aldo, zylon, and any other major modders
anyone know what i can use to texture? is Truespace the only way? (plz say no)  Also, would someone be willing to add turrets for the destroyer?

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158th Banshee Squadron http://3dactionplanet.com/hlp/hosted/the158th/  
Into the Night Campaign http://3dactionplanet.com/hlp/hosted/the158th/itn/

 

Offline Shrike

  • Postadmin
  • 211
    • http://www.3dap.com/hlp
to aldo, zylon, and any other major modders
You can apply all your texture data in your modelling program, but I think you'll have to re-apply the textures themselves in TS - I may be wrong.
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR KEYBOARDS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUMS WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

 

Offline ZylonBane

  • The Infamous
  • 29
to aldo, zylon, and any other major modders
 
Quote
Originally posted by LtNarol:
to aldo, zylon, and any other major modders
Ummm... where did you get the impression I was a "major modder", or in fact any kind of modder at all?

I'm not a modder, I'm a FREDder. Big difference.

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ZylonBane's opinions do not represent those of the management.
ZylonBane's opinions do not represent those of the management.

 

Offline LtNarol

  • Biased Banshee
  • 211
    • http://www.3dap.com/hlp/hosted/the158th
to aldo, zylon, and any other major modders
sorry zylon, forgot, you're up there with the important ones, just forgot which catagory  

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158th Banshee Squadron http://3dactionplanet.com/hlp/hosted/the158th/  
Into the Night Campaign http://3dactionplanet.com/hlp/hosted/the158th/itn/

  

Offline aldo_14

  • Gunnery Control
  • 213
to aldo, zylon, and any other major modders
 
Quote
Originally posted by Eternal One:
It's a bit stupid imo to try to give polygon maxs to subobjects because the lmitation isn't about polygons. A model with 870 can work, but for example our Omega didn't work at ~740. The real limit is the size of the normal data...and that can vary a lot. If it's below 700, it'll work for sure, if it's bigger than that you try if it works.


Stack overrun thingie?  (large co-ordinate values for large models?)