Author Topic: Manticore  (Read 7866 times)

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Offline Hades

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Does any one have the HTL Manticore?DaBrain posted a link but it doesn't work.
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 
Isn't it in the mediavps as well? how old is it?

  

Offline Snail

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It's not in the mediavps.

 

Offline jr2

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What link did DaB give?

 

Offline Cobra

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The .cob file for texturing.
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Offline jr2

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I meant I wanted the link.  :p  ;)

 

Offline Galemp

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I had this model and tried to texture it. It looks OK but the geometry is definitely sub-optimal. Anyone wants to give it a shot, here's the model and some of the worse areas.

As an optimization point of reference, if 90% of the time the polygon's going to be smaller than a single pixel, then it's not worth having.

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Offline TrashMan

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Hm...making those things into separate objects would cut down on the polycount substantially....
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Offline Hades

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[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 

Offline Black Wolf

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This was Venom/Nico's manticore, right? IIRC, that was made before the SCP, for rendering rather than for ingame use. I would be very surprised if it had been completely optimized.
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Offline Rampage

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This is a great find; the Inferno Team will now optimize Venom's mesh even further to meet today's standards instead of creating one from scratch.

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« Last Edit: January 18, 2011, 02:06:37 pm by Rampage »

 

Offline Zacam

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I approve of this message.

Awesome roll you guy's are on lately.
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[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
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[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Rampage

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[MESSAGE DELETED]
« Last Edit: January 18, 2011, 09:11:32 pm by Rampage »

 

Offline Hades

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Actually that was DaBrain's Manticore, just fyi.
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 

Offline Rampage

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We actually fixed a lot of the geometry errors but had to redo ~80% of both arms' mesh.  As for now, we are taking a break from the Manticore and will finish the Nahema instead.

 

Offline Rampage

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Nahema is done; handing it off to FSU team.  We are resuming work on the Manticore, but as a suggestion to HTLers, although all should use his modeling program of preference, we strongly suggest modeling using Wings3D for maximum compatibility with the FS2 engine.  Wings3D does not tolerate meshes that are not closed (eg those w/ holes) and very poorly tolerate intersected polygons - - the very issues that do not sit well w/ FS2.  At Inferno, we use the latest version of Wings3D to HTL all our models.

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Offline Vasudan Admiral

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No that's not correct sorry: the FS engine can deal with holes and intersecting polys just fine.
In fact if you have sharp edges displayed in-game on a supposedly closed-mesh model, you're actually looking at holes along those sharp edges. I have not seen exactly what the intolerance to holes looks like in wings, but I do know it's actually quite annoying for me when dealing with models that have come from or are destined for wings. ;)

The basic rule is to keep your geometry clean, and keep intersections relatively shallow (mostly due to wasted texture space). I posted the relatively common geometric errors that can sometimes, (and I must emphasize sometimes) produce faults in-game in the blender to pof page in my sig. For people new to modelling yeah it might be best to avoid holes, but once you know what you're doing and how face and vertex normals relate to the end result, you can do anything your program will let you.
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Offline Shivan Hunter

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No that's not correct sorry: the FS engine can deal with holes and intersecting polys just fine.

So can Wings. Select a poly and you can 'hide' it, or you can remove it altogether 'hole'. I do it all the time to remove polys that are inside another piece of the mesh and will thus never be seen, and neither Wings nor FS has *****ed about it yet.