Author Topic: GTVA Orion - Alternate High-polygon Version  (Read 57681 times)

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Re: GTVA Orion - Alternate High-polygon Version
Not just assuming. Sure faster computers will run even an 80k HTL Hades model, but as it is my ****ty computer slows to around 20FPS with 30k model.

No offense but that is just a very poor argument for not having detailed capital ship models in the game.  :lol:

40-50,000 polygons is quite a bit though...

I think around 40k should be perfectly fine.

You have to think in on-screen polygons. And there aren't any retail missions with more than one Orion.

Fixed.

The best missions tends not to be overloaded with ships...
« Last Edit: February 13, 2009, 04:18:03 am by SPECTRE87 »
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Offline peterv

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Re: GTVA Orion - Alternate High-polygon Version
40-50,000 polygons is quite a bit though...

I think around 40k should be perfectly fine.

You have to think in on-screen polygons. And there aren't any missions with more than one Orion.

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Offline Flipside

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Re: GTVA Orion - Alternate High-polygon Version
They are talking main campaign, not user campaigns.

A lot can be fixed with Lods remember, whilst there might be user campaigns with more than one Orion on screen, the odds of the two of them being close enough to display Lod 0 at the same time should be minimal if the model is lodded correctly.

 

Offline Vasudan Admiral

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Re: GTVA Orion - Alternate High-polygon Version
Those polycounts are only vague guidelines - don't take them as rigid limits. Some better guidelines I think would be:

1) Try to bring the model to life, and use as many polys as it takes to make it look built instead of modelled.

2) While you should put on as much detail as you like, keep it within reason for a game engine. For example, hundreds of thousands of polys on a capship would be just as unreasonable as thousands of polys on a nav bouey or cargo crate.

3) Keep it UV mappable and texturable - this is 100 times more important if you don't plan on UVing/texturing it yourself. An 80 000 poly model is pretty useless if left untextured due to it's shear complexity. ;)

4) Keep the smaller detail as modular as possible, and separate from the hull so you can put it into a detail boxed subobject for improved in-game performance.

5) Don't worry about older computers when dealing with polycounts. This may sound like I'm blowing them off, but what I mean is that it's FAR FAR easier to rip extra detail off for lower end versions than it is to add detail later when the still relatively low poly ship sticks out against the rest! :)

Nice work on the orion btw. :)
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Re: GTVA Orion - Alternate High-polygon Version
1) Check - Pretty much what I'm aiming for

2) I'm in the process of cutting down on unnessesary polygons and optimizing the model itself.

3) Well, I'm not really capable of doing this myself (the UV mapping) But I've made a couple of models for another game, and the developers there has never complained about the quality of the modeling - So it should be clean and ready.

4) Please elaborate some more? :)

5) Agreed ;)

Btw; Seems like there are some people that don't like what I've done to the back end of the ship. I'd like to know why and what you think should be done instead?
« Last Edit: February 13, 2009, 09:36:48 am by SPECTRE87 »
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Offline Flipside

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Re: GTVA Orion - Alternate High-polygon Version
On 4, he means make any small detail-groups as sub-objects, rather than as part of the main object, there's a function on SCP which allows Lodding of individual sub-systems seperate from the standard entire-model lods, if you group the fine detail into sub-objects, then they can be enabled/disabled at certain distances, thus allowing more control over the number of polys on screen at any one time :) IIRC someone once made an entire Death-Star using this technique ;)

For this to work, obviously, the polys need to be seperate from the main body, and not welded on, else removing them would create a big hole in the side of the ship otherwise ;)

 
Re: GTVA Orion - Alternate High-polygon Version
Ah I see :)... Any suggestions? I've already separated the weapons and the radars from the main object.
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Offline Snail

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Re: GTVA Orion - Alternate High-polygon Version
Not just assuming. Sure faster computers will run even an 80k HTL Hades model, but as it is my ****ty computer slows to around 20FPS with 30k model.

No offense but that is just a very poor argument for not having detailed capital ship models in the game.  :lol:
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Re: GTVA Orion - Alternate High-polygon Version
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Offline Woolie Wool

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Re: GTVA Orion - Alternate High-polygon Version
Usually I don't laugh at image macros, but that...that is genius! :lol:
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Offline Hellstryker

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Re: GTVA Orion - Alternate High-polygon Version
The best missions tends not to be overloaded with ships...

I think you need to play some more user made campaigns. *points to BP and the to be released TotT intro*

 

Offline Pred the Penguin

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Re: GTVA Orion - Alternate High-polygon Version
You guys are forgetting that an Orion comes in close contact with a Colossus.
But then again, who cares about lower-end PCs. :P

Anyways, they're right that any extra detail can be removed if need be.

 

Offline SypheDMar

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Re: GTVA Orion - Alternate High-polygon Version
I like the way this Orion looks. It appears to be sleeker. :yes:

An Orion also comes near a Typhon while Alpha 1 is of the Suicide Kings, but I do agree that lower-end PCs should not interfere with the development of a model. By the way, I don't like BP, and I never finished it after the first few missions.

 

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Re: GTVA Orion - Alternate High-polygon Version
Well, ragingloli's High-Polygon GTVA Colossus isn't fixed up and turreted yet, but yeah, that might cause some computers to commit suicide.
But who cares.
People can always upgrade, right?

The Typhon isn't high poly (yet- It got de-htl-ized), and the mission is with the 64th raptors or something (the bomber squad).
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Offline Rhymes

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Re: GTVA Orion - Alternate High-polygon Version
Not just assuming. Sure faster computers will run even an 80k HTL Hades model, but as it is my ****ty computer slows to around 20FPS with 30k model.

No offense but that is just a very poor argument for not having detailed capital ship models in the game.  :lol:
NOBODY CARES ABOUT ME AND MY ****TY COMPUTER WAAAAH :(

Why?  How bad is your ****ty computer?
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Offline General Battuta

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Re: GTVA Orion - Alternate High-polygon Version
I like the way this Orion looks. It appears to be sleeker. :yes:

An Orion also comes near a Typhon while Alpha 1 is of the Suicide Kings, but I do agree that lower-end PCs should not interfere with the development of a model. By the way, I don't like BP, and I never finished it after the first few missions.

Any feedback for Darius? You should post it over there.

 

Offline SypheDMar

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Re: GTVA Orion - Alternate High-polygon Version

The Typhon isn't high poly (yet- It got de-htl-ized)
I think that's irrelevant. It's about having more than one destroyer in the main campaign.

and the mission is with the 64th raptors or something (the bomber squad).
Yes, my mistake.

Any feedback for Darius? You should post it over there.
Not really. I just didn't like the story. It was too slow, and it felt more like a fantasy drama than a sci-fi shooter.

Btw; Seems like there are some people that don't like what I've done to the back end of the ship. I'd like to know why and what you think should be done instead?
I really don't mind it, but I do think the engine looks somewhat squished. The original Orion has two rectangular blocks, though.


 

Offline Hellstryker

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Re: GTVA Orion - Alternate High-polygon Version
The engines should be sunken in more in the hull. As for the back of the bridge, something just looks... wrong about it. I'd have to see the model itself and play with it a bit.

 

Offline blowfish

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Re: GTVA Orion - Alternate High-polygon Version
By the way, I don't like BP, and I never finished it after the first few missions.

Well if you only played the first few missions, it's apparent why you didn't like it :P  The action picks up after the first few, which is when it really gets good ;)  The first few missions are just there to establish backstory.

 

Offline SypheDMar

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Re: GTVA Orion - Alternate High-polygon Version
Well if you only played the first few missions, it's apparent why you didn't like it :P  The action picks up after the first few, which is when it really gets good ;)  The first few missions are just there to establish backstory.
I got up to the point of the other species (Vishnan?) battling the thing that looks like a Sathanas but bigger. Anyway, I didn't necessarily want to go off-topic.


Link to the Orion:

http://img502.imageshack.us/my.php?image=screen0005nf3.jpg