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C&C Commando : Nod Turret [message #86291] Sun, 09 May 2004 12:28 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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Sir Phoenixx

and the texture isn't that good... :rolleyes:



Try making one yourself.
C&C Commando : Nod Turret [message #86318] Sun, 09 May 2004 14:05 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
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Quote:

Try making one yourself.


A turret texture or a texture in general?

The Renegade Alert M16A1...
http://www.n00bstories.com/image.fetch.php?id=1326147304

The Renegade Alert shock rifle... (the two warning logos were added later by Darkblade)
http://www.n00bstories.com/image.fetch.php?id=1309072989

Orca from Tiberian Dawn... (low polygon, intended for an rts mod)
http://www.n00bstories.com/image.fetch.php?id=1281468078

Nod construction yard, powerplant, and advanced powerplant... (intended for an rts mod)
http://www.n00bstories.com/image.fetch.php?id=1161005524

GDI construction yard, powerplant, and advanced powerplant... (same...)
http://www.n00bstories.com/image.fetch.php?id=1320194140

All of these were created entirely by hand, unlike that turret.


.:Red Alert: A Path Beyond Modeler:.
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C&C Commando : Nod Turret [message #86320] Sun, 09 May 2004 14:35 Go to previous messageGo to next message
Nodbugger is currently offline  Nodbugger
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Colonel
That does not make them better.

http://www.n00bstories.com/image.fetch.php?id=1129285834
C&C Commando : Nod Turret [message #86321] Sun, 09 May 2004 14:40 Go to previous messageGo to next message
Nodbugger is currently offline  Nodbugger
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And how many times do i need to tell you people. polys do not matter that much in Renegade. You could have 300 hundred of those turrets on one map and it won't change the frame rate. I have tested it before.

I put a 1 million poly Abrams tank on a map. the computer was 400mhz. it has 64mbram and an ati rage video card. And it stayed at its average 4ps.


http://www.n00bstories.com/image.fetch.php?id=1129285834
C&C Commando : Nod Turret [message #86324] Sun, 09 May 2004 14:59 Go to previous messageGo to next message
htmlgod is currently offline  htmlgod
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4 fps doesn't quite cut it for most of us.

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 #86325] Sun, 09 May 2004 15:13 Go to previous messageGo to next message
Nodbugger is currently offline  Nodbugger
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htmlgod

4 fps doesn't quite cut it for most of us.


Well if you read my pos tit would. Normally the computer got 4ps. With 1 million polys it still got 4 fps. Try it. Make a map with 1 million polys.


http://www.n00bstories.com/image.fetch.php?id=1129285834
C&C Commando : Nod Turret [message #86327] Sun, 09 May 2004 15:22 Go to previous messageGo to next message
htmlgod is currently offline  htmlgod
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Well if you honestly expect your FPS to go below 4, then you have a problem. But just because you can't get your computer to go below 4 doesn't mean that a faster computer would not go below 10 or 14 or something. Polygon count does matter, ask anyone. Besides, the effect of CPU usage is not as noticeable in 1 player LAN, which is probably how you performed your "test."

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 #86328] Sun, 09 May 2004 15:28 Go to previous messageGo to next message
Nodbugger is currently offline  Nodbugger
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htmlgod

Well if you honestly expect your FPS to go below 4, then you have a problem. But just because you can't get your computer to go below 4 doesn't mean that a faster computer would not go below 10 or 14 or something. Polygon count does matter, ask anyone. Besides, the effect of CPU usage is not as noticeable in 1 player LAN, which is probably how you performed your "test."


I tested it on 4 computers.

2 Extremely low end. 2 extremely high end. None of them found a change in any mode. You can ask doitle. I send him the link to this thread.


http://www.n00bstories.com/image.fetch.php?id=1129285834
C&C Commando : Nod Turret [message #86369] Sun, 09 May 2004 19:01 Go to previous messageGo to next message
Spice
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What RTS game is that for a generals mod. Looks like it at least. Just asking , wondering if there was a site. I Would really want to follow that mod

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C&C Commando : Nod Turret [message #86389] Sun, 09 May 2004 19:56 Go to previous messageGo to next message
Doitle is currently offline  Doitle
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It wasn't 4ps it was 12fps. It was my computer we did the test on.

It was a Compaq Presario 5240 computer with a 400 mhz AMD K6-2 and a ATI rage Lt pro OEM 4 mb card. It had 64MB of ram and a 10 gb hd. Not too high end. After finally getting renegade to even run, I got between 10 and 12 fps with the graphics down. We took a abrams tank off of... the3dstudio.com I beleive, and added it to a blank map with no texture on it, flat color. It was around 1 million, cant remember if above or below, and I added one, it didnt even chug, ran like normal, added 5 more. and had the whole screen covered in giant abrams with havoc runnin around them and I didnt get any performance hit. Thus I have concluded that poly do not matter, or at least matter very little.


http://www.n00bstories.com/image.fetch.php?id=1285726594
C&C Commando : Nod Turret [message #86531] Mon, 10 May 2004 14:06 Go to previous messageGo to next message
SuperFlyingEngi is currently offline  SuperFlyingEngi
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Hm...see what happens when you put a texture on them.

This whole "polys don't matter" thing sounds too good to be true to me...


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"The danger to political dissent is acute where the Government attempts to act under so vague a concept as the power to protect "domestic security." Given the difficulty of defining the domestic security interest, the danger of abuse in acting to protect that interest becomes apparent. --U.S. Supreme Court decision (407 U.S. 297 (1972)

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C&C Commando : Nod Turret [message #86587] Mon, 10 May 2004 16:19 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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I once made a sphere with multimillion polys after takeing 10 min to export, I loaded it up in LE, after sitting for a few min, it crashed, claiming lack of memory,

Don't say poly #'s are not important, tho the performance hit may be small, it does add up...

Why use more polys then you have too?


-->
C&C Commando : Nod Turret [message #86595] Mon, 10 May 2004 16:55 Go to previous messageGo to next message
Nodbugger is currently offline  Nodbugger
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Cpo64


Why use more polys then you have too?


Because you can.


http://www.n00bstories.com/image.fetch.php?id=1129285834
C&C Commando : Nod Turret [message #86596] Mon, 10 May 2004 17:01 Go to previous messageGo to next message
Sanada78 is currently offline  Sanada78
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The only problem I'd have with using more polygons is if you didn't use them efficient enough. I can tell you now that more polygons DOES have an effect on performance. When modeling on my laptop, once a model/scene goes over 5000 polygons, since it's not a very powerful laptop, the strain on it shows after that limit. Every vertical point has to be processed, so more will obviously have an effect.

I have no problem with using more polygons to make a model more detailed. I tend to have a problem going over my limit by adding more detail, but I make sure I can use them as efficiently as possible. I’d rather like to play a game with more detail models than a game with vehicles that look like blocks on wheels. We’re now up to computers with 3GHz P4’s and 256 MB GFX cards, why not use them well?

Most people now have computers above 1GHz and a Geforce 2, but some still don't. I wouldn't sacrifice detail so those people on older machines can have better performance. That's like saying the next released games shouldn't improve graphics, so it'll run on older machines (although you have settings to select detail levels). Take FarCry for example, it needs something like a 2GHz with 512 MB to run okay with reasonable high detail.


Ooh, nasty.
C&C Commando : Nod Turret [message #86657] Mon, 10 May 2004 22:35 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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OK. Tell me why this happens if, in your case, polygons do not affect anything?


Before:
http://newhope.conquergaming.com/newsadmin/data/upimages/snow1.jpg

After:
http://newhope.conquergaming.com/newsadmin/data/upimages/snow2.jpg

The test level I made is about 7500 polygons without the trees. Each tree is 200 polygons. No, those are not DSAPO trees.

I tested this with my computer, which runs at 2.1Ghz Athlon XP 2600, 512MB DDR PC2700, 256MB Geforce FX 5600XT, and 80GB 7200RPM Hard drive.
C&C Commando : Nod Turret [message #86658] Mon, 10 May 2004 23:00 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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howcome your snow works? everytime i make snow it never looks right, its always bright.

The test shows results


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C&C Commando : Nod Turret [message #86672] Tue, 11 May 2004 02:19 Go to previous messageGo to next message
Madtone is currently offline  Madtone
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Polys don't matter much at all, its textures you gotta worry about.

Dante.. Where you at.. come set this guys straight!



Test a high poly level with no textures, then test a high poly level with basic textures, then as soon as you add transparency to textures it gets worse and the more textures the more the CPU has cope with.

Its mostly just textures, not polys!


p.s. Icedog, try an add some high poly things with no transparency and then post a screenie


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C&C Commando : Nod Turret [message #86689] Tue, 11 May 2004 05:31 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
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Nodbugger

Cpo64


Why use more polys then you have too?


Because you can.


That's the n00b excuse.


.: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
C&C Commando : Nod Turret [message #86735] Tue, 11 May 2004 13:26 Go to previous messageGo to next message
Nodbugger is currently offline  Nodbugger
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Sir Phoenixx

Nodbugger

Cpo64


Why use more polys then you have too?


Because you can.


That's the n00b excuse.


No. Thats the I'm not a uptight bitch about polys excuse.


http://www.n00bstories.com/image.fetch.php?id=1129285834
C&C Commando : Nod Turret [message #86756] Tue, 11 May 2004 16:02 Go to previous messageGo to next message
phlakaton is currently offline  phlakaton
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try doing some unwrapped uv texturing... create a map that has specific edge work to make the sides more realistic... the simplified texture is a bit obvious. It's a nice start though. It needs some chipped and cracked concrete edges... the color of the bottom on the concrete should also have some aging... maybe a dirt staining from the ground up or even some moss green along with the dirt. Try variation in the metals... steel/composite... more values of greys. my 2 cents.
C&C Commando : Nod Turret [message #86760] Tue, 11 May 2004 16:42 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
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Nodbugger

Sir Phoenixx

Nodbugger

Cpo64


Why use more polys then you have too?


Because you can.


That's the n00b excuse.


No. Thats the I'm not a uptight bitch about polys excuse.


No, seriously, that's the 'I don't know what the hell I'm doing with this 3d stuff so I'll just put a lot of unecessary polygons on here for no reason at all.'.

There's a big difference between putting a bunch of polygons into a model just for the sake of having a higher polygon count, and adding actual detail that results in the polygon count going up.


.: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.

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C&C Commando : Nod Turret [message #86768] Tue, 11 May 2004 17:05 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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Madtone

p.s. Icedog, try an add some high poly things with no transparency and then post a screenie


I used 1024 poly teapots with no texture this time. I still get a drop, but not as bad as the first:

Before:
http://newhope.conquergaming.com/newsadmin/data/upimages/op1.jpg

After:
http://newhope.conquergaming.com/newsadmin/data/upimages/op2.jpg

You can't say only textures make a difference. Everything makes a difference, but only when they are added up together. Having non textured big poly objects won't drop you down much, nor does having a low poly but big textured object. It takes polygons, textures, and lots of objects to slow you down a lot. That turret, being that it has a big texture and a pretty high polycount, it can reasonably slow down the mod after being added in with a lot of other high quality structures/units.

The trees I tested, they have a normal texture with alpha channel, a pretty high polycount, and lots of objects in each tree (probably 15 objects per tree). It took seven of those to drop my fps while looking at them or being near them.

Also, even though I only got a 7 fps drop this time, please note that my graphics are on the highest, and I'm on 1024x768 resolution. Slower computers can get a bigger drop than me.
C&C Commando : Nod Turret [message #86769] Tue, 11 May 2004 17:10 Go to previous messageGo to next message
phlakaton is currently offline  phlakaton
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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 #86771] Tue, 11 May 2004 17:22 Go to previous messageGo to next message
Sanada78 is currently offline  Sanada78
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Commander

I've conducted a little test; I just want to see what everyone’s opinion is on what is a good use of polygons and what isn't.

I have 4 pictures (A - D) of some simple objects.

1A. Box with 6 sides.

http://www.n00bstories.com/image.fetch.php?id=1299837643

Polygons = 12

1B. Box with 6 sides.

http://www.n00bstories.com/image.fetch.php?id=1324382531

Polygons = 1200

Both boxes appear the same physical shape, just that one has a lot more polygons. 1B has excess polygons that can be removed without affecting the objects detail.

2A. Sphere with 12 segments.

http://www.n00bstories.com/image.fetch.php?id=1265177524

Polygons = 120

2B. Sphere with 64 segments.

http://www.n00bstories.com/image.fetch.php?id=1041148479

Polygons = 3968

Both spheres have a different physical shape. 2A is a lot more rigid and sharp, where as 2B is a lot smoother. Unlike 1B, none of the polygons are being wasted in 2B. If you were to remove some of the polygons from 2B, the detail will be affected.

State what you think in this format:

*Example*

1A is a good use of polygons.

<Reason>

There is an obvious factor that performance will decrease with higher detail models, but that doesn't mean that unnecessary polygons are being used.


Ooh, nasty.
C&C Commando : Nod Turret [message #86773] Tue, 11 May 2004 17:30 Go to previous messageGo to previous message
SuperFlyingEngi is currently offline  SuperFlyingEngi
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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?

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"The danger to political dissent is acute where the Government attempts to act under so vague a concept as the power to protect "domestic security." Given the difficulty of defining the domestic security interest, the danger of abuse in acting to protect that interest becomes apparent. --U.S. Supreme Court decision (407 U.S. 297 (1972)

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