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August 22nd, 2006, 10:07 PM
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Corporal
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Re: SE:V Shipset Questions
SpaceObjects no such file in demo as far as i can see, have checked all directories. the model info provided, comforms what i sad about model sizes (i opened the actual .X files)
it seems you can create models any size you want then set scale accordingly.
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August 22nd, 2006, 10:41 PM
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National Security Advisor
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Re: SE:V Shipset Questions
Its in the Campaign 0- Backwater Blues folder.
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August 22nd, 2006, 11:03 PM
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Corporal
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Re: SE:V Shipset Questions
hmm saw that then skipped over it for some reason, anyway the scaling numbers are completly different
destroyer model radis is 5.0 and scaling is .01 versus 588.822 and .004
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August 23rd, 2006, 12:00 AM
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National Security Advisor
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Re: SE:V Shipset Questions
Buh-what?
That's..bizzare. I pulled those numbers straight from the copy of Starfury on my disk.
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August 23rd, 2006, 12:05 AM
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Shrapnel Fanatic
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Re: SE:V Shipset Questions
That's just because the destroyer's model happens to have been made small in the 3d editor, so it only needs to get scaled down a little bit.
The other one is a large model, and needs to be scaled down lots more to make both of them look the right size in-game.
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August 26th, 2006, 02:38 AM
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Sergeant
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Re: SE:V Shipset Questions
Quote:
Poly limits- look at the SF ships. I'd say a couple hundred polys at most.
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Is this an engine limitation, or a matter of playability for low-end systems? I tested a ship in the Starfury Demo that was ~1700 polys and it ran fine on my system. Right now I'm working with ships that are around 2k-5k polys, AFTER I've cleaned them up. I'm sure I'll be removing/simplifying more of the detail after I've had the chance to test them in-game, but I doubt any of them will go below 1k polys.
On a side-note, do the textures for the ships have to be 256x256 bitmaps? I've got textures that are 512^2 and 1024^2 in JPEG format that I want to use. The ships look horrible when crompressed down to 256x256.
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August 26th, 2006, 03:07 AM
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Re: SE:V Shipset Questions
SEV will have a LOT more ships on-screen at once, so keep that in mind. Its mostly a playability limitation as far as I can tell.
You can make the bitmaps bigger in Starfury, and even use multiple bitmaps (though I don't remember how to pull that trick off..), and SEV will probably be similar.
However if it isn't, design in 256x256. No compression issues that way.
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August 26th, 2006, 04:52 AM
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Captain
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Re: SE:V Shipset Questions
Quote:
Noble713 said:
Is this an engine limitation, or a matter of playability for low-end systems? I tested a ship in the Starfury Demo that was ~1700 polys and it ran fine on my system. Right now I'm working with ships that are around 2k-5k polys, AFTER I've cleaned them up. I'm sure I'll be removing/simplifying more of the detail after I've had the chance to test them in-game, but I doubt any of them will go below 1k polys.
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That was kinda my question...I mean if you are using a puter that is over 5 to 10 years old, I can see this being a problem...If you have a standard run of the mill less than 2 year old puter, I cant see how a few polys here and there are going to make a difference. I mean how does this compare to homeworld in terms of polys?
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