Standoff stuff.

Originally posted by mpanty
I agree... the cockpit has a somewhat weird shape for a Kilrathi fighter...

Yes, by the way, isn't it a little bit dangerous ? I mean, when the missile is launched it might touch the fighter...
 
Originally posted by Eder
Thanks for the render, LOAF, it should provide me with more than a few hours of entertainment... some parts of that model spell "pain in the arse" :-p
Hey, no one's asking you to do what you do... ;)

Wait... I am... :D
What's more, I'm commanding you to do more of those amazingly beautiful 3D models of WC fighters. You have 24 hours... ;-)
 
... this is not Mission: Dangerous, Mister Eder, this is Mission: Impossible...
hehe, I've heard that somewhere... but where ? ;)
 
Mmmhhh, the correct quote is:
Mission Impossible 2

"Well this is not mission difficult Mr [insert name], it's mission impossible. Difficult should be a walk in the park for you."
:D
 
Originally posted by mpanty
... I'm commanding you to do more of those amazingly beautiful 3D models of WC fighters. You have 24 hours... ;-)

Well, in THAT case, I'd just like to apologize for none of these being fighters:
untextured.jpg


Oh, wait, did you say "24 hours"? I could swear you had said "2.4 hours"! ;)

--Eder
 
I can't believe it, Eder. You're an extra guy... you must come from an other planet...
The models are very impressive. Once again... good job. You're now my new 3D modelling God !;)
 
Originally posted by Eder
(...)
Oh, wait, did you say "24 hours"? I could swear you had said "2.4 hours"! ;-)
Doesn't matter, they aren't fighters... :D

But again... WOW... :)

Everyone here has a posting average, I wonder what's your 3D models building average, Eder... :-)

Allow me a small comment however, the bottom part of the Caernarvon/Olympus station seems slightly twisted compared to the upper part (as in they're not exactly parallel loops).
Small detail... :-)
 
Danmit... Eder's pumping out all these models and I'm only just getting around to implementation of them :)

Oh well, he'll have his work cut out for him once he gets to the storyline and animation stuff... then we'll really see what he can do :) Stills are one thing... Animations I'm hoping he can amaze us just as much with...
Although a lot of that will be handled by the engine :)
 
Since my original models are in Rhino .3DM format, they have quadrangles too... so the facecounts range from 555 on the Ferret to 1937 on Perry, averaging at 800-1100 for most ships.

Converting them to triangles, the result is about 1200-2500 faces per model.

Oh, and about the confed base, mpanty, that angle really sucks (I was only trying to be faithful to the launch scenes in WC2)... But because I built the model on top of a render LOAF sent me of the original WC2 model, all proportions are right... I know it doesn't look too round because of facecount restrictions, but believe me, that one looks better textured :) (no screenshot yet because I haven't acutally finished texturing it)

--Eder
 
OUCH! how do you expect to get those into a game? and what system specs are you aiming for? also how many ships on screen at any time?
 
Originally posted by Darkmage
how do you expect to get those into a game?

I don't know why you sound so surprised... I already got them into XWA, Freespace, and Starlancer, and they ran fine (@ 800x600 on my Celeron 450mhz/128mb/TNT1) until there were more than 10 or 15 ships on screen (depending on which ship and which engine), and that number is just fine for what I want. Maybe you should put some more faith in today's game engines ;) Starlancer ran fine even at 1024x768!

So any decently coded engine should run it fine in most systems which at least have an old 3D card (like mine)... and if the engine supports LOD scales, I can make low-res models of each ship and put this thing to full speed... LOD scales would really save the day for me!

I'm aiming for up to 20 ships on screen at a time, which is about as much as the most complex missions will have... after all the storyline here isn't the "bad-ass supercarrier prevents domination of Earth by massive enemy force" type of thing. The missions which will be most crowded are actually the ones you fly deep in Confed space, around Perry naval and such. There'll be more civilians than Kilrathi or pirates around those areas.

--Eder
 
Do remember that while the models can easily be 20,000 polys, we don't have to display them all.

I think the best example I can give is q3 - r_subdivisions. Set it to 0... itll run dogslow - cos you're displaying everything using EVERY face.

The engine will support lodscales Eder, otherwise we'd end up with a dogslow engine.

The other thing Darkmage, is that I will be writing it in such a way that you specify a max and a min attempted framerate. So if you turn everything up, but it still can't spit out say, 25fps, it will start to chop things out (unless you tell it not to). When you have 50+ ships in a scene, you have to do things like this.

Remember, customizability is key. (love inventing new words :)
 
Sorry Eder I understand it, I was just thinking of WCU. The VS Engine can handle the poly count well enough. I was thinking of a Massive multiplayer online game...... IE WCU, your models would be death to any pc running the game because of the large ammount of players. still I like the idea's behind your campaign. BTW do you still have the freespace2 version of your models? I was doing a wc - freespace 2 tc and I know someone who would really appreciate your models.
 
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