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C&C Commando : Nod Turret [message #85627] Wed, 05 May 2004 08:23 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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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.


The cracks are total 44 polys.

EXdeath7

Maybe you didnt hollow out the insides of the base or something. Eitherway its barable.



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?
C&C Commando : Nod Turret [message #85642] Wed, 05 May 2004 10:47 Go to previous messageGo to next message
TnTANDY is currently offline  TnTANDY
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Isn't it possible to make the turret with the plane tool?
It would definetly hollow it out, but will be harder to model.(again)
C&C Commando : Nod Turret [message #85645] Wed, 05 May 2004 11:04 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
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To make it hollow he'd actually have to model the inside. A simple box isn't hollow, 6 planes attached to form a box isn't hollow eaither.

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C&C Commando : Nod Turret [message #85667] Wed, 05 May 2004 15:28 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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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.
C&C Commando : Nod Turret [message #85682] Wed, 05 May 2004 16:58 Go to previous messageGo to next message
Genocide is currently offline  Genocide
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I don't think there will be an interior and what you have to look at is we are trying to upgrade the graphics.

Im sure when your ingame and just about to be blown away from this machine, you won't really care Wink


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C&C Commando : Nod Turret [message #85703] Wed, 05 May 2004 18:02 Go to previous messageGo to next message
htmlgod is currently offline  htmlgod
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Commander
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.

http://newhope.conquergaming.com/OtherStuff/NIKE.jpg
C&C Commando : Nod Turret [message #85715] Wed, 05 May 2004 19:14 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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How odd...

-->
C&C Commando : Nod Turret [message #85751] Thu, 06 May 2004 05:49 Go to previous messageGo to next message
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Correction: The Turret is 659 polygons.

And I might remind this: Commando isn't multiplayer only.

[Updated on: Thu, 06 May 2004 06:08]

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C&C Commando : Nod Turret [message #85752] Thu, 06 May 2004 05:51 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
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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.)


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C&C Commando : Nod Turret [message #85753] Thu, 06 May 2004 06:02 Go to previous messageGo to next message
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Poly counts
Ladders: 96
Concrete base: 282
Cracks: 44
Turret: 120
Barrel: 70
Bolt: 22
Hatch: 25
C&C Commando : Nod Turret [message #85758] Thu, 06 May 2004 06:16 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
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There was 970 polygons in that model, what happened to the other 311 polygons?

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C&C Commando : Nod Turret [message #85759] Thu, 06 May 2004 06:18 Go to previous messageGo to next message
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Sir Phoenixx

There was 970 polygons in that model, what happened to the other 311 polygons?


970 is polycount shown in W3d viewer.
C&C Commando : Nod Turret [message #85760] Thu, 06 May 2004 06:20 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
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Of course it is, that's the polygon count of the model.

If you open the polygon count window in gmax/renx it'll show the same number of polygons (triangles).


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C&C Commando : Nod Turret [message #85761] Thu, 06 May 2004 06:25 Go to previous messageGo to next message
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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).


Polycount in gmax: 659
C&C Commando : Nod Turret [message #85803] Thu, 06 May 2004 12:06 Go to previous messageGo to next message
Genocide is currently offline  Genocide
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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.


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C&C Commando : Nod Turret [message #85820] Thu, 06 May 2004 13:51 Go to previous messageGo to next message
htmlgod is currently offline  htmlgod
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Commander
W3d viewer's render device is the same as Renegade's, so if it renders at 970 polys in w3d viewier, you're seeing the mesh exactly the same as it will be rendered in-game. Also, the reason that Renegade has a large always.dat (and associated files) is due to singleplayer sounds, missions, and related models and textures. None of that matters in-game, only load time is affected by that - there is less to load in a reduced always.dat version of the game. I'd understand if you were adding polygons to add detail, but it seems like lots of polygons are going to waste for a relatively simplistic model - its not exceptionally detailed, yet that is your defense for its rather outlandish polygon count.


http://newhope.conquergaming.com/OtherStuff/omgtehflamezz.jpg


Check out http://newhope.conquergaming.com to see the progress of the STARWARS mod for Renegade.

http://newhope.conquergaming.com/OtherStuff/NIKE.jpg
C&C Commando : Nod Turret [message #85829] Thu, 06 May 2004 14:38 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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Genocide

We are “upgrading� the quality of things, no point living in the past.


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 #85918] Fri, 07 May 2004 01:54 Go to previous messageGo to next message
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Cpo64

Genocide

We are “upgrading� the quality of things, no point living in the past.


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...


But the thing is that it's not flat, it's a box with semirounded edges.
http://www.cannis.net/forum/uploads/post-32-1083590114.jpg
C&C Commando : Nod Turret [message #86015] Fri, 07 May 2004 14:47 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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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.
C&C Commando : Nod Turret [message #86023] Fri, 07 May 2004 15:05 Go to previous messageGo to next message
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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.


hes alive!
C&C Commando : Nod Turret [message #86042] Fri, 07 May 2004 17:03 Go to previous messageGo to next message
Genocide is currently offline  Genocide
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Yeah you can definately tell Aimbots lol.

Well atleast it goes without saying for the effort you put into yours aircraftkiller.


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C&C Commando : Nod Turret [message #86076] Fri, 07 May 2004 22:28 Go to previous messageGo to next message
sniper12345 is currently offline  sniper12345
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Aircraftkiller



The texture job isn't too good, either.


Laughing


WOL: megapunk0

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C&C Commando : Nod Turret [message #86092] Sat, 08 May 2004 02:56 Go to previous messageGo to next message
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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.


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.
C&C Commando : Nod Turret [message #86095] Sat, 08 May 2004 03:48 Go to previous messageGo to next message
PsycoArmy is currently offline  PsycoArmy
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Yeh man You cant make anything too good or too crap in this forum.

http://www.boomspeed.com/psycoarmy2/boxhead.gif
C&C Commando : Nod Turret [message #86114] Sat, 08 May 2004 09:34 Go to previous messageGo to previous message
Sir Phoenixx is currently offline  Sir Phoenixx
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The turret is off center (the center of the turret should be over the center of the base, right now it's too far back), it's way too many polygons (remove those silly holes in the sides (which don't even look like real holes) and it'll be about 500-600 instead of almost 1000), and the texture isn't that good... :rolleyes:


edit...

http://www.n00bstories.com/image.fetch.php?id=1305159102

The blue line/x/dot is where it should be, the center of the base, the red line/x/dot is where the turret is. (approximately...)


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