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C&C Commando : Nod Turret [message #86777] Tue, 11 May 2004 17:37 Go to previous messageGo to next message
phlakaton is currently offline  phlakaton
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smoothing groups will ramp up the performance hit too. that 1a cube uses 6 sides... looks like 8 verts right... if you use a seperate smoothing group for each side you'll now have 24 verts... this is more important than polys in my opinion. Video cards also have a sort of allotment for memory... not sure the spot on # but if you use less than I think 128 polys you not really saving on performance... you might as well just use up to and as close to that # as possible... I think it doubles each time too... 256 I think... if you use more than 128 than you might as well use 255... get it.
C&C Commando : Nod Turret [message #86853] Tue, 11 May 2004 22:55 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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SuperFlyingEngi

1A is a good use of polys because you'd have to be suffering from multiple brain tumors to add more polys to a flat surface. However it is also irrelevent because how many squares do you see running aroun Renegade?


Exactly. There is no point to adding more polygons for obscure reasons, or worse, absolutely no reason. Even if it's not going to affect the performance (like said above), it's just good modeling practice not to use polygons in places that you don't really need them.
C&C Commando : Nod Turret [message #86989] Wed, 12 May 2004 15:49 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I'd listen to this man if I were you people. He's... Well, he knows what he's talking about. Lets leave it at that.

Good to see you again, too. Smile Ring me up on ICQ if you're still around.

phlakaton

the key is using one draw call for an object... meaning 1 texture & 1 object in a single 3wd file. the amount of uv mapping you do also has an effect even though the w3d viewer will not show that. These are video card related issues and hurt performance... I took a renegade engine and slammed 500k polys in it without textures and it ran fairly decent... low texture count and fewer object counts in one w3d file... makes for better performance everytime... optimum being 1 texture and 1 object.
C&C Commando : Nod Turret [message #87035] Wed, 12 May 2004 17:40 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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Yes, he does make sense, and that is a good tipful way of keeping your level running smooth.

So Aircraftkiller, you got your new computer? It's about time... We've been missing you. :rolleyes:
C&C Commando : Nod Turret [message #87059] Wed, 12 May 2004 18:57 Go to previous messageGo to next message
Havoc 89 is currently offline  Havoc 89
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why are you guys worried about the polycount so much??? 950 isnt even alot. and its not like there are going to be 50 of these things. this thing looks awesome. even tho it may not seem to be 950 but you can tell there are quite alot of areas chamfered and the cracks add the most detail. i dont think changing it would be a good idea. besides its not like when you are playing this mod your going to say... ohh look!!! there is too much polys on that turret, and stop in the middle of the game infront a turret and just stare at it. :rolleyes:

good job genocide! looks kick ass!


http://img362.imageshack.us/img362/7112/renxbannercopywm9.jpg
C&C Commando : Nod Turret [message #88343] Tue, 18 May 2004 08:11 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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And for a comparison, the Renegade guard tower is 1500 polys.
C&C Commando : Nod Turret [message #88422] Tue, 18 May 2004 13:27 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
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They can't be compared, besides being completely different, the AGT has more detail, and an interior.

.:Red Alert: A Path Beyond Modeler:.
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C&C Commando : Nod Turret [message #88433] Tue, 18 May 2004 14:08 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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Sir Phoenixx

They can't be compared, besides being completely different, the AGT has more detail, and an interior.


I am not talking about the AGT, I'm talking about the regular Guard Tower.
The sandbags are 1000 polys.
C&C Commando : Nod Turret [message #88439] Tue, 18 May 2004 14:24 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Which is why it was never used in the game, ever think about that?
C&C Commando : Nod Turret [message #88616] Wed, 19 May 2004 07:50 Go to previous messageGo to next message
Slash0x is currently offline  Slash0x
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All I know is Westwood didn't really finish Renegade when they released it. They were already behind on the expected date of release, so that is probably why... Confused Only if they had more time to make it "perfect"... Crying or Very Sad

L3T'5 4LL THR0W 3GG5 4T D4 N00B! Smile
C&C Commando : Nod Turret [message #88629] Wed, 19 May 2004 08:38 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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They had four years. There was plenty of time.
C&C Commando : Nod Turret [message #88633] Wed, 19 May 2004 08:49 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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The initial work for Commando started on year 1997.
They could have started it earlier, but the technology of that day wasn't powerful enough to handle realistic third person action shooters.
C&C Commando : Nod Turret [message #88688] Wed, 19 May 2004 13:02 Go to previous messageGo to next message
Slash0x is currently offline  Slash0x
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Aircraftkiller

They had four years. There was plenty of time.


What I meant to say was the day that Renegade was released was not the exact day they said and advertised. I remember waiting beyond the release date to buy it. My family bought it on the 1st day it was out. So that means that they obviously did not have it done on the release date expected. Like the flying patch, for example. They did not come out with flying maps until that first patch. Even Field was fixed about 2-3 times because of harvy and other bugs.


L3T'5 4LL THR0W 3GG5 4T D4 N00B! Smile
C&C Commando : Nod Turret [message #88720] Wed, 19 May 2004 13:41 Go to previous messageGo to next message
phlakaton is currently offline  phlakaton
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If you know about how the development philosophy worked at Westwood at the time then you know nothing was finished when it shipped... always room for improvements... always something missed... it's not really about "is it done" It's more about is the market ready at this moment... is the competition too much. Too many factors play into the release date that override it being "finished." Renegade was micromanaged to death and it evolved for so long that it missed it's mark by a solid year if you ask me. The multiplayer component was done quick and THAT was actually how the developing should have been done in the 1st place... it was done quick and shipped quick with the game... no time to fiddle with it... other than the obvious flaws and bug fixes but hey... it was cool and still is.

My 2 cents.
C&C Commando : Nod Turret [message #88987] Thu, 20 May 2004 10:23 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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The multiplayer mode did already exist in 2000.
C&C Commando : Nod Turret [message #88990] Thu, 20 May 2004 10:34 Go to previous messageGo to next message
phlakaton is currently offline  phlakaton
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The multiplayer mode was a tiny little component not developed much past the bare bones in 2000. The real (and I mean real thought and coding) work was done about 1 year from the ship date on the multiplayer portion. Tom Spencer Smith and Steve Tall did tons on it in the last year. Lots of testing in the last half of the years... lots of maps made quick! It was done last and it's ironic that it was the best part of the game.
C&C Commando : Nod Turret [message #88991] Thu, 20 May 2004 10:35 Go to previous messageGo to next message
PiMuRho is currently offline  PiMuRho
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Multiplayer was only really added in the last 6 months, mainly because it wasn't the primary focus of the game. EA weren't even interested in multiplayer.

Or basically what Phlakaton said Smile


C&C Commando : Nod Turret [message #88995] Thu, 20 May 2004 10:58 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Guess who he is Pi. Just guess!
C&C Commando : Nod Turret [message #88996] Thu, 20 May 2004 11:03 Go to previous messageGo to next message
KIRBY098 is currently offline  KIRBY098
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I promised I wouldn't tell. You probably shouldn't either.

Deleted
C&C Commando : Nod Turret [message #89001] Thu, 20 May 2004 11:21 Go to previous messageGo to next message
PiMuRho is currently offline  PiMuRho
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I could guess all day, but there's no guarantee that you'd tell me Smile

I can eliminate a few people, but not enough to make an educated guess...


C&C Commando : Nod Turret [message #89009] Thu, 20 May 2004 12:09 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Try that Seth topic, it's pretty obvious in there.
C&C Commando : Nod Turret [message #89013] Thu, 20 May 2004 12:35 Go to previous messageGo to next message
Slash0x is currently offline  Slash0x
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Aircraftkiller

Try that Seth topic, it's pretty obvious in there.

Link me! Very Happy


L3T'5 4LL THR0W 3GG5 4T D4 N00B! Smile
C&C Commando : Nod Turret [message #89015] Thu, 20 May 2004 12:38 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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I wonder... at one picture, Mike Ward is listed as Producer while in the final Renegade credits he is only mentioned in the special thanks section.
C&C Commando : Nod Turret [message #89018] Thu, 20 May 2004 12:56 Go to previous messageGo to next message
PiMuRho is currently offline  PiMuRho
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Still only narrows it down to a few people. My knowledge of Westwood staff isn't as encyclopaedic as yours Smile

C&C Commando : Nod Turret [message #89019] Thu, 20 May 2004 12:57 Go to previous messageGo to previous message
Aircraftkiller is currently offline  Aircraftkiller
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Lead something... lead... hmm

Keep guessing lol
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