C&C Commando : Nod Turret [message #85627] |
Wed, 05 May 2004 08:23 |
Deactivated
Messages: 1503 Registered: February 2003
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General (1 Star) |
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SuperFlyingEngi | I bet a lot of polys went in to those cracks in the base. Could you take those out, check the poly count, and then post a picture with a flush base? Might not look all that bad and could save a lot of polys.
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The cracks are total 44 polys.
EXdeath7 | Maybe you didnt hollow out the insides of the base or something. Eitherway its barable.
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Nothing's inside.
Hmm, does it seem like some of you want it to be more detailed while being less detailed at the same time?
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C&C Commando : Nod Turret [message #85667] |
Wed, 05 May 2004 15:28 |
icedog90
Messages: 3483 Registered: April 2003
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General (3 Stars) |
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Still, the poly count should be lowered. 970 polygons are more than what any C&C structure in MP has, and we're talking about a turret here, the turrets run around 400 - 500.
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C&C Commando : Nod Turret [message #85703] |
Wed, 05 May 2004 18:02 |
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htmlgod
Messages: 360 Registered: July 2003
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Commander |
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But if it lowers your FPS (which a 970 polygon model with big textures can do for those people without fancy graphics cards) and causes you to die, I think you will care. Besides, its not like its 970 polygons for a more detailed model. A turret like that ought to be about (busts out calculator) 90 polygons at most, and thats assuming your barrel has 8-10 sides. +44 for your weird cracks = about 134 for the entire model. Seems a bit excessive to have 970 for a model like that. Like IceDog said, thats significantly more than entire structures for Renegade, not including the DSAPO decorations and such. Oops, almost forgot the ladder, for those of you want to climb on top of the turret and drill your way from up there (since there is no hatch). So lets see, ought to be about 48 polys max per rung, 48 x 4 rungs = 192. Wow, talk about waste of polys. Anyway, 192 + 134 (which is still a bit lenient) = 326. Thow in a few of those weird cylinders that are sticking out of it and you're at no more than 400 polygons. Still less than half of what your model is. If you want, I'll model you a replacement and slap your glazed texture on it.
On a side note, does anyone know where ACK is these days? No inflammatory remarks towards anyone who so dares to open their mouths, no updates on Renalert, no activity for the last like 4 days. Dead? Jail? Insane Asylum?
Check out http://newhope.conquergaming.com to see the progress of the STARWARS mod for Renegade.
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C&C Commando : Nod Turret [message #85752] |
Thu, 06 May 2004 05:51 |
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Each one of those holes on the side can't be just 44 polygons, I count about 40 in just the hole itself, you still have to count all of the polygons in the side of the base itself so that the hole can be there...
I count about 18 or so polygons in the side itself, this is an extra 16 polygons to accomodate for the hole (a square is made up of 2 polygons). That's about 60 extra polygons just for that one hole. The others look a lot closer to about 100... So that's 1 hole on each side (That first screenshot in this thread only shows 3 sides of the turret, the front left and back, so I'm guessing the other side will have a hole.), so that's about 240-400 extra polygons just for those 4 holes, plus the 400-500 or so polygons for the rest of the turret.
(Correction: In 3d modeling, triangles ARE polygons, they're not different in this case.)
.: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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C&C Commando : Nod Turret [message #85759] |
Thu, 06 May 2004 06:18 |
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Messages: 1503 Registered: February 2003
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General (1 Star) |
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Sir Phoenixx | There was 970 polygons in that model, what happened to the other 311 polygons?
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970 is polycount shown in W3d viewer.
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C&C Commando : Nod Turret [message #85761] |
Thu, 06 May 2004 06:25 |
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Messages: 1503 Registered: February 2003
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General (1 Star) |
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Sir Phoenixx | If you open the polygon count window in gmax/renx it'll show the same number of polygons (triangles).
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Polycount in gmax: 659
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C&C Commando : Nod Turret [message #85803] |
Thu, 06 May 2004 12:06 |
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Genocide
Messages: 222 Registered: October 2003
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Recruit |
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HTMLGOD –
If we were to make a turret for 134 polys it would look no more than a pile of crap.
For Those Who Don’t Know:
When you model in Edit Poly, you get a “poly� count, which is normally a half/third of what it will be in Renegade.
Renegade does not render in “polys�, it renders in “triangles�, and each poly that is a box is divided into 2 triangles, hence making more vertexes.
The turret texture uses normal 512X512 texture maps and as Commando will be its own game, it will not be the over 1.0 gig file size of Renegade, hence making less lag and Gameplay problems.
We are “upgrading� the quality of things, no point living in the past.
Fist Of Fate Renegade Mod:
http://fof.deadlyfear.com
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C&C Commando : Nod Turret [message #85829] |
Thu, 06 May 2004 14:38 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
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General (1 Star) |
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Genocide | We are “upgrading� the quality of things, no point living in the past.
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If I take a flat plane, the least number of polys I can have is 2, now adding a extra 50 to that plane, will not add any detail, its still a flat plane...
-->
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C&C Commando : Nod Turret [message #86023] |
Fri, 07 May 2004 15:05 |
Aimbots
Messages: 114 Registered: May 2004 Location: England UK
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Recruit |
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Aircraftkiller | It still doesn't look like a turret. It's off-center and has way too many polygons.
The texture job isn't too good, either.
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hes alive!
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C&C Commando : Nod Turret [message #86092] |
Sat, 08 May 2004 02:56 |
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Messages: 1503 Registered: February 2003
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General (1 Star) |
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Aircraftkiller | It still doesn't look like a turret. It's off-center and has way too many polygons.
The texture job isn't too good, either.
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Nothing's enough fine for ya? :rolleyes:
It needs to be 2 polys, with exteme detail with 2x2 texture map that is so sharp that it cuts a hole in to your monitor.
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