Author Topic: How much is too much?  (Read 7724 times)

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Offline FireCrack

  • 210
  • meh...
Simply put, for a largeish cruiser, how many polygons would you say is the max?
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline Taristin

  • Snipes
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I would try to do a bit less than the Fenris, personally... But thats just me.
Freelance Modeler | Amateur Artist

 

Offline StratComm

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    • http://www.geocities.com/cek_83/index.html
Yeah, depending on how it's mapped 6k tris isn't bad at all for a LOD0.
who needs a signature? ;)
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline FireCrack

  • 210
  • meh...
Ah, okay, all's good then.
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline Fineus

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Look at it this way... computer specs are only going to improve. Personally I'd rather aim high and have the best possible detail than limit oneself here.

But that's just me. Your friendly neighbourhood graphics whore.

 
but when bump/normal mapping is implemented, things will get a lot better looking, and less polies will be needed to make uber details.
Derek Smart is his own oxymoron.

  

Offline StratComm

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But there's no reason you can't have both.  You couldn't do what was done with the Fenris or Aeolus with bump-mapping anyway.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline phreak

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Shouldn't matter as long as you keep the ship to 1-2 textures.
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Offline starfox

  • 28
When the bump-mapping is implemented, do we have to recreate textures from scratch, or is the bump-mapping applied to the current set of textures ?

Ahh, little dump question, but anyway....
 :rolleyes:
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Offline FireCrack

  • 210
  • meh...
Nother ting, about textures.

If i want an animated texture, is it more effient to have one big animated tex, or a big texture ithout animations, then a smaller one for animated sections?
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline Striker

  • 27
Has anyone made a list of the ranges for each ship size? It would probably be helpful for someone to know what kind of a poly count they should stick to whenever modelling a new ship or modding an old one. Just an idea.
...lurk

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Assuming someone fixes/completes the stuff I put in - rather than using an entirely different method - it'd be done much like glow or shinemapping. (Alpha channel would be generally ignored)

[attachment deleted by admin]
-C

 

Offline FireCrack

  • 210
  • meh...
by posting that image, are you implying that theres a working build with bump mapping?
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline Turambar

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no, he isnt, go offer bobbau money if youre so enthusiastic
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline Taristin

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Actually, he's saying he implemented code, but it's incomplete/broken, and awaiting someone else's coming in and completeing/fixing it. Assuming someone doesn't eliminate his code completely with a new way of doing it.
Freelance Modeler | Amateur Artist

 

Offline FireCrack

  • 210
  • meh...
Yeah, i was just confused as why he'd upload a bumpmap when there's nothing to do with it.


Unless he was suggesting someone could use it for testing when trying to implement bump mapping...
actualy, mabye not.
"When ink and pen in hands of men Inscribe your form, bipedal P They draw an altar on which God has slaughtered all stability, no eyes could ever soak in all the places you anoint, and yet to see you all at once we only need the point. Flirting with infinity, your geometric progeny that fit inside you oh so tight with triangles that feel so right."
3.141592653589793238462643383279502884197169399375105820974944 59230781640628620899862803482534211706...
"Your ever-constant homily says flaw is discipline, the patron saint of imperfection frees us from our sin. And if our transcendental lift shall find a final floor, then Man will know the death of God where wonder was before."

 

Offline taylor

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That bump map image is part of a bump map tutorial, as is the code that was put in.  It's very incomplete, non-functional, and needs to be ripped out and redone properly... if that gives you any clue as to current bump map support. :)

 

Offline Taristin

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Putting a :) after that is cruel :p
Freelance Modeler | Amateur Artist

 

Offline taylor

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Putting a :) after that is cruel :p
Yeah I know.  But unfortunately there isn't a :jumpingforjoy: smilie.  :D


Seriously though, the new cube map support (for envmapping) should greatly help use of bump maps, for coders at least.  The DDS loader is getting a slight recode in order to handle cube and volume maps so that you could ship prerendered environment maps with your mods and you wouldn't have to think about whether someone had render-to-texture support or not.  And the OGL code is getting a change to handle using texture maps this way, which is just one thing that cube and bump mapping has in common.

Also there is a rather serious issue with rendering passes at the moment... main pass, specular pass, env pass, extra lighting passes.  It adds up and makes things extremely inefficient.  If bump mapping is also done in an extra pass then I think you begin to see some problems with all of this.  Fixing this requires the support of new features.  New features need hardware and software support which may or may not exist.  New features need better extension and library support from the game.  New error handling is need.  Extra code paths for rendering is needed to properly handle all hardware which doesn't handle all available features... by now something of a pattern should be developing.

Some of those things is what's causing the delay on OGL render-to-texture and envmap support.  If the game uses the new render-to-texture functions then your video drivers HAVE to support it as well or the game won't start (sort of like missing OpenAL libs does).  That's not a very good situation which is why the GL libs are being converted from something that's linked in at build time to something that's loaded a runtime.  Extension support has to be changed to deal with this, OGL init/setup and close has to be modified, and we need better error detection folded into the new changes.  I can assure you that adding/fixing render-to-texture, envmap and bumpmap support is the least of my concerns right now.  :jumpingforjoy:

 

Offline WMCoolmon

  • Purveyor of space crack
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Yeah, i was just confused as why he'd upload a bumpmap when there's nothing to do with it.


Unless he was suggesting someone could use it for testing when trying to implement bump mapping...

As a relevant example. People were asking what bumpmaps would be like, and I didn't think to link to the one from the tutorial, so I just attached the one I'd been testing with.

Depending on what state the code is left in, it may cause some pretty dramatic effects if you load it up. :D But nothing that's actually right.
-C