Author Topic: GTD Hera, reborn  (Read 11260 times)

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Offline TopAce

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Teh desing louks Hadesish four mee, two!
:D
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Offline Grimloq

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Quote
Originally posted by Lynx
That's not necessarily a bad thing considering the quality of most FS2 capship models...


you know what i meant :hopping:

the wings make it look like something out of star wars or something. wihtout them, it olooks quite nice.

srty,fingers are very cold, hard to type :p
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Offline mitac

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Hmm. Nice, so far. How about adding a "chin", like the Hecate and Deimos have? Just an idea.
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Offline WMCoolmon

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Quote
You might as well use several textures than a big one.


That'd be harmful to framerates.
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Offline NGTM-1R

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The mere presence of the ship in-game would be harmful to framerates, too.
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Offline Grimloq

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[].[]

with taht thing, the mere presence of it in the models folder would harm framerates...
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Offline Gloriano

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Wow, really sweet good work Raptor :yes:
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Offline TopAce

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Quote
Originally posted by WMCoolmon
That'd be harmful to framerates.


That's why LODs are for.
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Offline Black Wolf

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Quote
Originally posted by Lynx


That's not necessarily a bad thing considering the quality of most FS2 capship models...


This, from a guy working on a WC mod...


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Offline Roanoke

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still think the engine arms should be asymmetrical (ie, lower arms shorter than the upper arms or vice versa).....
« Last Edit: November 28, 2004, 06:46:34 am by 2275 »

 

Offline Lynx

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Quote
Originally posted by Black Wolf
This, from a guy working on a WC mod...


Don't be an idiot.

I'm not talking about the initial ship designs, but their execution. You can't hide the fact that many FS2 ship models are made very sloppy. Just check out the models in wireframe view; intersecting parts, strangely shaped faces, and the worst UV mapping and texture use I've seen in any commerical space game. Just take the original Aeolus model for example: the multipart turrets are crap, it look like even Volition wasn't able to follow it's own modeling rules set up by their engine(not a single barrel points straight resulting the shots coming out anywhere but the gun barrel) UV-mapping is screwed in places and  a really really strange texturing.  Every time I look at that model it feels as if someone drives a burning stick through my eyeballs. Same with the Colossus and the Hecate.

Don't get me wrong, the ships have the potential to look great, it already got better with shinemaps and those other effects, and if the high poly remodels do the models properly and spend some time on the texturing the will look good.

I like Raptors GTD Hera, for one because he UV mapped the ship so that you can give the body an individual paintjob instead of just tiling textures. This will make the ships surface look more varied otherwise it'll look most probably dull with the same texture repeated all over like with normal tiling techniques. Another thing is that he has drawn the windows for each individual section. If you just use a normal tiling texture for the windows, some windows are always cutt of and twisted looking, which isn't the case here.

If you don't believe me just compare the Fenris with the Aeolus. Those ships look like they are from different universes. Sure it takes more time to texture a ship in a way like the Fenris, but in the end you have something really cool looking instead of a lump with some repaeating textures thrown on it.

Get it, dude?
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Offline Roanoke

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Quote
Originally posted by Lynx
You can't hide the fact that many FS2 ship models are made very sloppy. Just check out the models in wireframe view; intersecting parts, strangely shaped faces, and the worst UV mapping and texture use I've seen in any commerical space game.  


As you would normally never see the ships in wireframe, intersecting parts don't matter (V were working to a schedule don't forget). Plus, if the heirachy is correctly set-up, intersecting parts works perfectly well. I've noticed both Bobbaou and Dark used intersecting parts to make a whole rather than a single obj.

I don't think the UV is so bad, but the txtures are quite nasty.
« Last Edit: November 28, 2004, 06:54:03 am by 2275 »

 

Offline karajorma

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Quote
Originally posted by TopAce
That's why LODs are for.


Wouldn't help in the slightest. Lower LODs with multiple textures will still slow down the game more than lower LODs with a single texture.

WMCoolmon is correct when he says that a single texture is better than several as far as frame rates are concerned.
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Offline TopAce

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Yes, but people prefer higher res textures over performance. If you ask me, Raptor should use only one texture, because I prefer performance myself than prettiness.
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Offline karajorma

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I think a single 2048x2048 texture counts as high res personally.
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Offline Black Wolf

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Ah. Execution rather than design. Gotcha.
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Offline TopAce

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Quote
Originally posted by karajorma
I think a single 2048x2048 texture counts as high res personally.


For a ship of that size? The SWC had a texture of the same size for our ISD model. It looked blurry, because it was the sole texture for a 1.6 km long ship. I don't doubt that a texture of that size is enough for a cruiser, but a larger ship will look blurry if you get close to it.
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Offline Eviscerator

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Nobody is forcing you to use Raptor's ship, so stop complaining.

The answer is simple: Upgrade or die. If you cannot upgrade, do not use the ship.
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Offline Flaser

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Since superdetailing is already in the works (another superb thing from Bob) I think detail textures are also possible - Bob already discussed the feasability of the idea.

So in a sense tiling and mapped textures could be mixed for Jugernaughts creating a better overall effect.
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Offline TopAce

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Quote
Originally posted by Eviscerator
Nobody is forcing you to use Raptor's ship, so stop complaining.

The answer is simple: Upgrade or die. If you cannot upgrade, do not use the ship.


That's not that simple: People can force you to use high-poly models. These people are project heads who insist on you using the high-poly ship. For a FREDer like myself, it is vital to use the exact same stuff that will be in the final release.
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