Author Topic: Orion?  (Read 5736 times)

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Offline Liberator

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Forgive me for being dense, but what ever happened to that ultra-high poly Orion that somebody was working on?

And if it's finished could we get pics?
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Offline Knight Templar

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It was Ryx, and he didn't finish more than the front section IIRC.

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Offline Taristin

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I wish he'd do more to it... It's sweet
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Offline Liberator

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It could conceivably be put in game if Bobboau gets his HT&L engine up and running.  Framerates would still hose but it would be BEAUTYFUL!
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Offline mikhael

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No, no he couldn't Liberator.

The game engine hasn't been built that could show Ryx' Orion in realtime. It chokes my machine when I preview it with my Orion Turrets added on. Hardware Transform and Lighting isn't some sort of happy magic fairy dust that makes all things possible.
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Offline Galemp

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Quote
Originally posted by mikhael
The game engine hasn't been built that could show Ryx' Orion in realtime. It chokes my machine when I preview it with my Orion Turrets added on. Hardware Transform and Lighting isn't some sort of happy magic fairy dust that makes all things possible.


Yes it is! You're lying! I'm not listening to you! *covers ears with hands* LA LA LALA LA LAA, LAA LALA LA LAA!*

No, but seriously... not much can actually be done to the Orion to 'upgrade' it since it's already pretty blocky. Now, the Vasudans, on the other hand, can be smoothed and their little detailed textural elements recessed.
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Offline Ryx

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Indeed it's discontinued. MAX wouldn't do booleans correctly and I suspect shape merge behaved strangely too.

oh, and thanks. :)
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Offline Shrike

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Quote
Originally posted by Ryx
Indeed it's discontinued. MAX wouldn't do booleans correctly and I suspect shape merge behaved strangely too.

oh, and thanks. :)
Odd.  I tend to use Booleans whenever necessary, and so long as I'm careful with keeping everything clean, they work fine.
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Offline Ryx

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Quote
Originally posted by Shrike
Odd.  I tend to use Booleans whenever necessary, and so long as I'm careful with keeping everything clean, they work fine.


Well, MAX would do the boolean thing, but the result was wrong.

ex.

A boolean subtract, say a cylinder, would result with a circular hole in the mesh and nothing else. Something has probably happened to the files, somewhere along the line.
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Offline Nico

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Quote
Originally posted by GalacticEmperor

No, but seriously... not much can actually be done to the Orion to 'upgrade' it since it's already pretty blocky. Now, the Vasudans, on the other hand, can be smoothed and their little detailed textural elements recessed.


oh, but I can see ways to upgrade it, at least for an ingame model, w/o going insane on polycount.

As for the bolean thing:
rule 1: both objects MUST be closed, always.
rule 2: boolean inside a quad. if you have to boolean out of a complicated area, do a shape merge with a quad first ( or even better a triangle if possible ). That will greatly limit the calculs for the boolean operation, and dramatically reduce possible errors.
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Offline Bobboau

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Ryx's orion, was probly several million polys, the new T&L engine can theoreticaly handel 10,000 includeing a number of very large and complex subobjects
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Offline Drew

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Quote
Originally posted by Bobboau
the new T&L engine can theoreticaly handel 10,000 includeing a number of very large and complex subobjects


oooooooo
is this gonna be eventually cramed into SCP?
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Offline Ryx

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Quote
Originally posted by Bobboau
Ryx's orion, was probly several million polys, the new T&L engine can theoreticaly handel 10,000 includeing a number of very large and complex subobjects


IIRC, the modeled parts of the ship was around 15 kpolys. The turrets where roughly that, as well.
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Offline Flaser

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That's still way out of the range the engine - or our Pc - could handle.

However the rough upgrades - including all the little structures that appeared on the otherwise flat surface - could still be incorporated.

Beside the all so thought perspective correction (I'm not speaking of the fov correction it can't really do the task it was supposed to), this will finally show the true size of that monstrously big ship.
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Offline Drew

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Quote
Originally posted by Ryx


IIRC, the modeled parts of the ship was around 15 kpolys. The turrets where roughly that, as well.


:eek2:
dam!
the turrets were 15k EACH???? :eek: :eek: :eek:


i do agree with flasher, Fs2 needs its poly counts jacked way up....along with higher quality texters to.....


Quote
Beside the all so thought perspective correction (I'm not speaking of the fov correction it can't really do the task it was supposed to), this will finally show the true size of that monstrously big ship.

yeah, the cap ships look kinda sorta "small" (compared to how big they really are) when veiwed in 1st person
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Offline Flaser

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Using the "field of view" correction makes them seem bigger, however I can feel that I'm being cheated.
When being far from capships they still look the same.
Perspective correction should distort the geometry so it would give a sense of distance.
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:eek2:

*spontaneous orgasm*

good f*****g lord!!!

That is the AWESOMEST thing I've ever laid my eyes upon.  Did you see those turrets?!  You just MUST finishes this thing!  If you do, i'l worship you for all eternity, and start a Ryx fanclub, and a religon deticated to worshiping RYX
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Offline StratComm

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It seems that Ryx was having issues with booleans every time he went over a certain poly range.  I don't know how fixable that is.  However, is that the scene file I spy on that list?
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Hippo

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that model would look AMAZING in game... The detail was... well... No words exist... :eek2:
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Offline Setekh

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You'd pay so much for that, though - way more than it's worth, considering the resources we're playing with. For animation and still rendering, sure. But in-game? Seriously, why? :)
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