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			| Renegade Alert Weapons Update... [message #55086] | Sat, 15 November 2003 05:55   |  
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					|  Ugauga01 Messages: 173
 Registered: June 2003
 Location: Germany
 
	Karma: 0
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	| I think the Grenade has too much Polys. 
 When it fly you canīt see the details on it.
 
 Das Leben ist ein scheià Rollenspiel. -Hat aber eine geile Grafik.
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 The life is a bad RPG. -But it has a great Graphik
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			| Renegade Alert Weapons Update... [message #55093] | Sat, 15 November 2003 08:52   |  
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	| | Nodbugger |  | I thinkyou should reden the wood on the ak-47 a bit more. And thats an American Grenade. And if you need help modeling i have more time now.
 
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 According to everyone else, the wood texture (which is custom made) is great.
 
 Of course it's an American grenade. But that doesn't matter, since that was the type of grenade that was shown in Red Alert.
 
 (And we don't need help with the modeling. We already have a half dozen models that are still waiting to be put in for the weapons, and only about 3 weapons left to be modeled.)
 
 .:Red Alert: A Path Beyond Modeler:.
 E-mail: sirphoenixx@gmail.com
 AIM: Sir Phoenixx
 ICQ: 339325768
 MSN: sirphoenixx@hotmail.com
 Yahoo: sirphoenix86
 If anyone needs any help with using 3dsmax, or gmax feel free to contact me.
 My Gallery: sir-phoenixx.deviantart.com/gallery
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			| Renegade Alert Weapons Update... [message #55163] | Sun, 16 November 2003 12:01   |  
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					|  PiMuRho Messages: 494
 Registered: February 2003
 
	Karma: 0
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	| Bullshit. There is a finite limit to the amount of polygons a PC can handle. The engine itself would also eventually run out of address space. 
 Textures use memory. They don't call for much CPU time at all. Physics, particle systems, any form of realtime lighting (which Renegade hasn't got) will slow things down. Gratuitous use of multipass textures slows things down (because each polygon is rendered once per pass).
 
 No way on earth did you have a 1 billion poly scene running on a system with those specs.
 
 Dev Diary
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