Author Topic: Engine Editing...  (Read 14842 times)

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Offline mikhael

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Quote
Originally posted by Bobboau
gee were would we find one of thouse,
I doubt anyone here would havve the proponerance of free time to do that...
;)


I dunno, Bobboau. I'm sure SOMEONE could whip one up in... oh, about 8hrs? ;)
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Offline Nico

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... ooooooooooook.
I should have checked this page earlier :p
UT, wild meshsmooth is bad, m'k? at least, try and use the creases and weights, coz what you've done has been done in two mouse clicks and is ugly :p
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Offline Unknown Target

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Bu...bu-bu...but...I LIKE going nuts with smoothing! :D
Fine, I have so much free time, I could probably get to all the terran ships in about...2 months. That leaves me about a day to do each Terran ship.
Besides, the problem with doing ANYTHING to the :V: ships, is that, well, they wouldn't look like the original very much, and you guys would compalin just as much as you are now.

BTW, can we get a test exe? Just to see what these look like in-game?
Or so that I can test the new ships?


EDIT: Just in case you didn't notice---HELP WOULD BE NICE!

Oh, venom, it was 3 clicks, not 2, and they look neat! So there :p :D

 

Offline Unknown Target

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I posted something like that in the Freespace Forever forum. I figure we should move this over there, and let the coders get us a test build.

BTW, what changes would you like to see made to the ships?

 
like galatic emperor i'm only getting spacer.gif off the links.

 However the current models are, indisputable, very low poly. While retaining the aesthetic shape of the volition models we can attack certain features on the ships.
 
 One that comes to mind are the cap ship turrets, to my standards the squared turrets and barrells look odd. As a refrence for editing could you look up the pen and paper concept art for the various ships?

 
bump the limits up, if possible goto 20-40,000 max. Some fans got hold of the original 3d models used to render the sprites in wc 2... they're 20,000 polys. a geforce 3 can handle about 14 of those models, and with newer hardware that figure can only go up... add the support, you'll want it within 3 years.
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Offline Riven

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Quote
Originally posted by Unknown Target
I should probably also add that next I'm going to bump-map all the textures, and make them brighter, more colors, etc.


You gona join the bump map project then? hint hint

BTW i dont like the looks of those smoothed ships, i say we add detail but we dont make the smoother, apart maybe from the vasudan ships. By adding more detail i mean when i have learnt about neon lights in max i plan to model all the white strip lights on the orion. Also on the Ursa the bombs could be modeled on rather than just textured, and the intakes, booleaned out.

Check out the site: http://freespace.virgin.net/realization.project/

 

Offline Unknown Target

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What detail could be added to the ships? I mean, on the herc, the little, uh, "things" on the bottom could be rounded, and so could the guns, but what else could we do? On the hecate, the turrets could be fixed, and the engines could be rounded, but that's about it.

WHAT DO YOU PEOPLE WANT ADDED TO THE CURRENT SHIPS?
Say something, and I'll try to add it!

BTW, sure, I'd like to join that project. I especially like the way you've done those textures on the Ursa. About the bump-mapping, though. Needs to be more noticable (at leasty on the hecate). Also,  just a suggestion: there has been a new source build release that includes lights and headlights. We should add those...
Tell you waht: I'll do some editing to the Herc tonight -if I can- (not smoothing, oh, well, only a little:D) and I'll post it to see what everyone thinks.

 

Offline Bobboau

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adding detail != more rounded
in fact oftine it makes things less rounded
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Offline DTP

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Quote
Originally posted by Darkmage
bump the limits up, if possible goto 20-40,000 max. Some fans got hold of the original 3d models used to render the sprites in wc 2... they're 20,000 polys. a geforce 3 can handle about 14 of those models, and with newer hardware that figure can only go up... add the support, you'll want it within 3 years.


ahmm, yeah, it can, but only if

1 it has full processor time:that means no time for other stuff
2 the system does nothing else :rolleyes:

there is also the AGP port/memory speed issues to think about.

if you got more polygons, you would want to put more highly detailed textures on it. more textures means more memory demands, and more bus traffic.

just because the GFX card can handle more polygons pr second, does not mean it can handle more fully textured models with the same polygon count.
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Offline Riven

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Quote
Originally posted by Unknown Target
BTW, sure, I'd like to join that project. I especially like the way you've done those textures on the Ursa. About the bump-mapping, though. Needs to be more noticable (at leasty on the hecate). Also,  just a suggestion: there has been a new source build release that includes lights and headlights. We should add those...
 


First, thanks. 2nd i know some of the bump maps need adjusting, the lighting effects it a lot too. 3rd, on the orion (not released yet) i have added 5 spot lights to light up the name plate.

Drop me an email and i'll keep you informed on the project and hosting situation.

[email protected]

 

Offline Inquisitor

we are not going to bump it to 20-40000

The reason those models are so big/so many polys, si so they could chop down from there or do FMV with them.

You'll choke current game hardware with that.
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Offline mikhael

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Originally posted by DTP

if you got more polygons, you would want to put more highly detailed textures on it. more textures means more memory demands, and more bus traffic.


If you have more polygons, odds are you actually want LESS detailed textures. We use highly detailed textures as a way of covering up the fact that we don't have lots of polygons to throw around. Highly detailed textures applied to a dense polymesh obscures the polygonal details. You want simpler textures that mimic materials at that point, with the polygons giving the shapes. Also, if possible, you take glows and illuminations out of the textures and put them in-engine as actual glows and illumination sources, which would further show the polygonal detail, rather than obscure it.
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Offline Bobboau

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I would rather have fewer better looking polys than more mediocer looking ones
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Offline diamondgeezer

For what my opinion's worth to this forum, I'm with Bob - I think I'd sooner see bump mapping and and the whole fleet remapped than have all the models redone with uber poly-counts.

 

Offline mikhael

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I agree with you and Bobboau, DG. I was just pointing out that More Polys != Bigger Textures. ;)

Poly count is nice and all but you're not slinging around dense meshes in a real time engine without some serious horsepower. Textures are MUCH cheaper, clock for clock.
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Offline LtNarol

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said it before and I'll say it again, higher poly counts are good, but not everyone has a pent 4 processor and a whole gig of ram to go with ATI's latest Radeon accelerator; higher poly counts give you lower frame rates, on older PCs like mine it means unplayably low framerates all too quickly.

On the other hand, 24bit TGAs for maps would be good; as would anis (ignore this part if these have already been added, I haven't been following the SCP lately).  But please think of the less fortunate machines and their users ;)

 
Wait! You mean 1 gig of RAM isn't the norm????







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Offline Unknown Target

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At LEAST up the polycounts to 10000, the current 4000 for a humoungous ships is way too low for today's harware.

 

Offline LtNarol

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Quote
Originally posted by Unknown Target
At LEAST up the polycounts to 10000, the current 4000 for a humoungous ships is way too low for today's harware.
Please define "today's hardware" :p  I somehow have doubts that your definition includes AMD 550 machines that run like 375s and only have 128mg of RAM ;)  For the record thats what I'm using with my Geforce3...or was it Geforce2