Author Topic: rejoice modelers, you're limits have been killed  (Read 40469 times)

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Offline KARMA

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rejoice modelers, you're limits have been killed
his nick is stealth, send him a PM and express your problem and needs, maybe he can help you

 

Offline Bobboau

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rejoice modelers, you're limits have been killed
you can also try an0n, though he has been known to replace files of people he doesn't like with gay porn
Bobboau, bringing you products that work... in theory
learn to use PCS
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline KARMA

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rejoice modelers, you're limits have been killed
Quote
Originally posted by Bobboau
you can also try an0n, though he has been known to replace files of people he doesn't like with gay porn

really?????
ohhhhh this explain a thing that happened some months ago :drevil:

 

Offline aldo_14

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rejoice modelers, you're limits have been killed
Be it not ours to reason why anon has a (presumably large) collection of gay porn to use for this............

 

Offline KARMA

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rejoice modelers, you're limits have been killed
well many months ago, one posted a screenshots in the SW public forum, but after some days, being a moderator, I received a message from an user advising me of something wrong with it...well I was a bit shocked when I saw a gay porn image.instead of the ingame screenshot I remembered:)
I also noticed that the image was from a public image depot, so I supposed that it wasn't fault of the poster, and now I got confirm of this:)

 

Offline KARMA

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rejoice modelers, you're limits have been killed
the baby is growing....

 
it is around 6700 polys so far, but there are many edges that I have to clean, so I think I'm around 6500.
It is a bit high: with this level of detail, I doubt I'll finish with less than 9k polys.
I have 3 ways then:
1-I leave it as it will be, no matter the final pcount
2-I cut some details
3-I try to make all the small extrusions disconnected from the main hull (like if they intersect), but still being the same object: removing all the connecting edges, I could save an huge amount of polys, I think around 1-2k from the final pcount.

 

Offline Deepblue

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rejoice modelers, you're limits have been killed
Very cool. :cool: :yes:

 

Offline Nico

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rejoice modelers, you're limits have been killed
man... you're making a high poly ship there... for renders, not for real time. HT&L is cool and stuff, but it's not magic, it doesn't turn an old pentium 800 into a dual proc.
Gotta get realistic there, methinks.
SCREW CANON!

 

Offline Ashrak

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rejoice modelers, you're limits have been killed
i agree with nico....having 2 of those in game would lag my 1600 CPU out the window.....
I hate My signature!

 

Offline Bobboau

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rejoice modelers, you're limits have been killed
I think it can handle it
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 Nico

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rejoice modelers, you're limits have been killed
yeah. two fenris. than someone will do the same for the herc2, the orion, the deimos, etc. Now let see if you'll be able to play a mission with all the ships in it at that level of detail...
You realize he's not half through the ship, right? That'll be at least 12k polys for a cruiser.
SCREW CANON!

 

Offline KARMA

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rejoice modelers, you're limits have been killed
well, it is surely coming overpoly than my original plans, but the original intention was of a ship of already 6-8k triangles.
I'm at 6500 triangles right now, and when I'll finish I'll try to step back to the planned 6-8k somehow.
I admit I still have to understand the true limits of HT&L, but from what I've understood, 6-8k for a fenris should be pretty good.
or not?

 

Offline Nico

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rejoice modelers, you're limits have been killed
To me, 5K polys for a capship should be the grand maximum. That's still way over the limit used for todays retail games, the most detailled ships in FL swing around 2500 polys, I think.
SCREW CANON!

 

Offline Bobboau

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rejoice modelers, you're limits have been killed
eh, we can do better
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 Nico

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rejoice modelers, you're limits have been killed
They can too, they don't limit the polycount because they suck at modelling, obviously. But see, if missions are limited to 10 ships at a time coz of the polycount, that'd suck, and I wouldn't use such high poly ships.
SCREW CANON!

 

Offline KARMA

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rejoice modelers, you're limits have been killed
well from bob's early tests with nonoptimized ships you could expect far higher framerates than vanilla fs2, he was talking about multiplying the original pcounts by ten times... the original fenris is 500 polys, 6-8k polys mean therefore a bit overpoly ship, but probably not that much.
And in a mission I doubt you will see more than 2 LOD0 of this ship at anytime, we can use the original :v: model to make the lods..
BTW I'll stick with the planned pcount and when I'll finish we'll be finally able to make some true tests in game to have a real reference point for future models

 

Offline Nico

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rejoice modelers, you're limits have been killed
Or you can ask that guy with the startreck ship to do some already.
SCREW CANON!

 

Offline KARMA

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rejoice modelers, you're limits have been killed
well he was reporting around 40fps with a model that in bridge commander was rendered at about 2-3 fps.
Btw for many reasons he's having problems optimizing the mesh for ht&L, and more important he's using textures a bit...too big (4096x4096) :)
this one should be a little more realistic test

 
rejoice modelers, you're limits have been killed
I am more than happy to release it to everyone (Sovereign Class model). I'm having problems finding a freee comprehensive file hosting means to get link here for everyone to download. I am not about to email everyone the files.

In Regard to textures, the 4096x2048 was Chronocidal Guy's (his model) test textures was meant to put Bridge Commander to the test. There are also 1024x512 and 512x256 versions.

The Galaxy, I cannot release till the model's author finishes it (not like i have the means anyway).

Currently I am trying to get the geniouses of FSO to take a look at the prefered single mesh set up of the Sovereign which works fine as multiple meshes divided into groups despite some texture anomolies. You can see the framerate. in this post:

http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?p=204780#204780

This is the Bridge Commander Forum which discussed the rediculous frame rate this 4096x2048 texture was giving them:

http://bcfiles.com/file.info?ID=17875

The single mesh goal is looking quite bleek at this moment. It is only 8K and it crashes Freespace like crazy. I get .5 sec after I click out of mission briefing before it crashes. The Galaxy model has 5k more polygons.

Last night I was analyzing individual meshes and found a number of rediculously unoptimized objects. A simple square shape would have over 15 polygons. I'm trying to isolate this problem to see if it is the cause of the problem. The Sovereign has at it's currrent crashing state 8k polys.
« Last Edit: December 15, 2003, 03:13:45 pm by 1582 »

 

Offline Flipside

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rejoice modelers, you're limits have been killed
I found mine levelled out at about 7300 polys in a single object, most models of this size will compile and run in FS2, anything bigger seems to crash it, though, even though it compiles fine.

Flipside :D