Author Topic: rejoice modelers, you're limits have been killed  (Read 40343 times)

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Offline Nico

  • Venom
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rejoice modelers, you're limits have been killed
why won't fred use the game engine, anyway?
SCREW CANON!

 

Offline Taristin

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rejoice modelers, you're limits have been killed
Quote
Originally posted by Vasudan Admiral
oh and i bumped modviews limits a while back:
here if anyone's interested :)
all face and vert limits are somewhere in the 100 000 to the 1 000 000 range IIRC :)
 


Unfortunately, the link in that other thread goes nowhere. :(
Freelance Modeler | Amateur Artist

 

Offline Nico

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rejoice modelers, you're limits have been killed
anyway, when do we get our hands on a T&L exe?
SCREW CANON!

 

Offline karajorma

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rejoice modelers, you're limits have been killed
Worked fine for me. I think I'll have to put up my own copy when I next update the FAQ.

Quote
Originally posted by Venom
anyway, when do we get our hands on a T&L exe?


I remember you saying you were thinking of moving on cause you'd done about everything you could with the FS2 engine. Is this tempting you to stay then? :D
« Last Edit: September 27, 2003, 07:37:00 am by 340 »
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Nico

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rejoice modelers, you're limits have been killed
just wanna look at it, maybe I won't get the ****ing "lag+screwed sound" bug with it?
SCREW CANON!

 

Offline Setekh

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Re: rejoice modelers, you're limits have been killed
Quote
Originally posted by Bobboau
I just completed a stress test on the new HT&L engine FSO is useing, and it is at least 6 times as fast, probly more than an order of magnatude, meaning you can now ad at least one more zero to the number of polys to can have on a ship (fighters were about 2-500, now 2-5000, capships were 1-2000 now 1-20000) and expect good frame rates


Holeeeeeee crap!! :eek2:
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Nico

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rejoice modelers, you're limits have been killed
cool, you can make us a super box, now :D
SCREW CANON!

 

Offline Setekh

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rejoice modelers, you're limits have been killed
You're absolutely right... I mean, think how fast the GTD Cube would go after this :lol:

Seriously though, that's some serious business we're talking about there. This effect should be roughly experienced by any card that supports HT&L?
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Taristin

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rejoice modelers, you're limits have been killed
Heh, if my Geforce 2 MX 200/400 (I forget which) can play it, any can. :p
Freelance Modeler | Amateur Artist

 

Offline Lightspeed

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rejoice modelers, you're limits have been killed
... need .... exe.... play.... :D

:yes: :yes:
Modern man is the missing link between ape and human being.

 

Offline Bobboau

  • Just a MODern kinda guy
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rejoice modelers, you're limits have been killed
I'm about going to put up my exe, but it was compiled with a corupt lib so I know people are going to get the impression that HT&L is buggy(er than it is) so I'm hopeing someone posts before I'm driven to that extreem
Bobboau, bringing you products that work... in theory
learn to use PCS
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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

 
rejoice modelers, you're limits have been killed
Just compile what u have, i like buggy exe's. i get to test my frankenstien systems abilties to its best. just post and PM me whenever your ready to have it tested.

 

Offline Bobboau

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rejoice modelers, you're limits have been killed
a good thing
someone else compiled it, I am prety sure it's the corect build
there is a problem with the current light management system that will be worked out (in the fullness of time) you will know this when everything in the sceen turns realy bright white and you're frame rate goes to about 4, this is a known bug
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 Raptor

  • 210
rejoice modelers, you're limits have been killed
So in future, ALL ships should be UVmapped like fighters? gotcha

Only thing:
where the hell am I going to find someone willing to setup the UV space and create the maps for a two and a half kilometer long destroyer?

NOTE: Fred, FS2, modelview, etc.. have a limit of 4000 vertices (at the moment) under old system.

Has this been increased as well?
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
NGTM-R review of one of the chapters in my fanfic story :D Story is here! -> 'Ancient Legacies'

 

Offline Nico

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rejoice modelers, you're limits have been killed
Still do as usual for capships, you'll just get a bit less speed increase.
SCREW CANON!

 

Offline J3Vr6

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rejoice modelers, you're limits have been killed
So is anyone going to spend the brain cells to re-model all the campaign FS2 ships to take advantage of all the new higher poly limit? ;7
"I wanna drink til I'm drunk, and smoke til I'm senseless..."
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Offline Lightspeed

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rejoice modelers, you're limits have been killed
[pasted from other thread]

Okay it works sometimes (after about 10-17 crashing tries O.o).
Some things i noticed:

- The thruster thing
- The targetting box render will flicker in various brightnesses
- Sometimes textures go white
- black flickering dots appear sometimes in rotating objects
- any gamma / brightness corrections you apply to your videocard settings will change the gamma / brightness of the game but not of the ships anymore (resulting in very dark ships here)
Modern man is the missing link between ape and human being.

 

Offline Raptor

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rejoice modelers, you're limits have been killed
Too be fair, they could do with redoing anyway, as they really were a bit sloppy with their vertice postioning:ick.  Quite messy.

Got away with it via trianglelation.  Or pure luck.

I'm very tempted to redo the Hades, in both normal destroyer size (2-2.5 km), and super destroyer size (4-5km).  The current mesh is a mess, franky.
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
NGTM-R review of one of the chapters in my fanfic story :D Story is here! -> 'Ancient Legacies'

 
rejoice modelers, you're limits have been killed
Quote
Originally posted by Bobboau
a good thing
someone else compiled it, I am prety sure it's the corect build
there is a problem with the current light management system that will be worked out (in the fullness of time) you will know this when everything in the sceen turns realy bright white and you're frame rate goes to about 4, this is a known bug


dude... im not blamming you or anything, but as soon as i downloaded the exe, and ran it, my computer started sounding like a Pinto with an engine about to die.... ***imitates engine noises*** Briiiiiiiinnnnnnnn! Brinnnnnn! and then my entire SYSTEM DIED. im @ school right now so im out of the game for a while.... :hopping:

 

Offline KARMA

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rejoice modelers, you're limits have been killed
Quote
Originally posted by Raptor
So in future, ALL ships should be UVmapped like fighters? gotcha

Only thing:
where the hell am I going to find someone willing to setup the UV space and create the maps for a two and a half kilometer long destroyer?

NOTE: Fred, FS2, modelview, etc.. have a limit of 4000 vertices (at the moment) under old system.

Has this been increased as well?

you can unwrap whatever you want even now, and then apply some tile textures, actually it should give you better UV results. The problem is the amount of textures in each subobject. You have to map as much polys of the same object as possible with as less textures as possible.
If I correctly understood (bob, correct me if I'm wrong) each texture added will add a rendering passage: the more textures, the more passages, the less speed.
With big ships it will be surely fair to apply 4-5 basic plating textures, and probably more, but instead of using 20 other maps for small details (windows, hangars, engines, whatever) you will have to collapse them in just one or two big textures, like with fighters.
You still will be able to map your ships in a more traditional way, thought there will probably be a texture number limit, but your ships will not be optimized and the game will not be as fast as it could be (so you will not be able to put uberdetailed models in game w/o killing the performance)