Renegade Alert Weapons Update... [message #55180] |
Sun, 16 November 2003 14:15 |
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Deafwasp | Uhhhh thats a nice grenaide and all, but it has a few to many hundred polys.....
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No, it doesn't. The 1st person grenade is 748 polygons. The average/medium/etc. weapon polygon count would be around 1000 polygons. This grenade is a low polygon model. Also, this 748 polygon grenade is ONLY the 1st person model, the 3rd person model and projectile are 200 polygons.
Quote: | That was on a 400mhz ati rage 8mb with 64mb ram computer.
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Lie. My computer is 700mhz, with an 8mb Nvidia, with 256mb SDRAM, and I can almost play Renegade on MAX detail at an average of 30fps. There is no way you can play Renegade with the same detail level, with a computer that is not even half as powerful with over 1 billion polygons on screen.
Quote: | Did you make them in 3DS Max and imported them, or where they made completely in GMax?
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Both models were made completely in 3dsmax, including the UVW mapping. They were than imported into gmax to pass on to a team member to do the boning/whatever. (Neosaber)
There is barely a slight difference in the tint. They're still AK47s, and just because some AK47s have a slightly higher red tint doesn't mean anything.
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Renegade Alert Weapons Update... [message #55182] |
Sun, 16 November 2003 15:01 |
PiMuRho
Messages: 494 Registered: February 2003
Karma: 0
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Commander |
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4 fps? That's a slideshow. That's nothing like "running normally". It's not a limitation of Renegade - it's the hardware. Like I said, eventually you'll hit hard-coded limits, or run out of address space, but there's nothing special about the Renegade engine in that regard.
Dev Diary
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Renegade Alert Weapons Update... [message #55209] |
Mon, 17 November 2003 01:38 |
PiMuRho
Messages: 494 Registered: February 2003
Karma: 0
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Commander |
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Rubbish. Utter rubbish. Do you understand termslike "fill-rate"? If you saturate a scene with 50k+ poly weapon models, it will make a difference. Why do you think Westwood made such relatively low-poly models? Why do you think theirr level designers had a limite polygon budget to make the maps with?
Loading textures makes no difference - all textures are cached when you load the level, not loaded during it.
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Renegade Alert Weapons Update... [message #55218] |
Mon, 17 November 2003 04:36 |
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dude its the other way round: All W3D's are cahced (that's what Ren doing while loading, it also chaec the Teryxture Names)
The Texture itself is only loaded when you 'see' at an object.
I myself tested a map with 2mil Polygon's without any texture running fine with 120 fps on my Radeon7500 (normal RenFPS is about 60-70).
And yes, I understand terms like fillrate etc, but I also have tested alot of the Ren engine :rolleyes:
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Renegade Alert Weapons Update... [message #55228] |
Mon, 17 November 2003 06:12 |
PiMuRho
Messages: 494 Registered: February 2003
Karma: 0
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Commander |
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Renegade uses Managed Textures under DirectX. They're loaded prior to the scene being rendered if there's sufficient memory (Renegade has about 80mb of textures). If there isn't, it's swap time, and that causes a system performance issue (not an FPS slowdown) as the engine swaps textures back and forth from the disk.
Textures use memory, they require very little in the way of CPU or GPU time. Polygon limits are there to set performance boundaries.
If polygons don't matter, why is everyone making models for Renegade and still sticking to the approximate polygon limits that Westwood used?
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