Joined: 16 Oct 2004, 18:40 Location: I still have more posts than you.
We've been over that a billion times, virtually any graphics card you can buy at any price, high or low, will laugh at anything we lowly spring modders can throw at it.
1,000 poly fleas would be a good starting point. The particle effects (from their explosions) and pathfinding are of greater detriment to your FPS than a few ridiculously-detailed units.
One time I spawned... was it 500 units at 7500 polies each? everything was fine till they tried to move. Tried the same test with 500 units at 150 polies apiece and the results were identical.
The only real risk of higher detail is the amount of time it takes to texture it.
Joined: 16 Oct 2004, 18:40 Location: I still have more posts than you.
Nah, they were really, really overdetailed compared to what I've seen so far. That bit about 1000 polies for a flea wasn't too far off. Consistency is always more important than quality.
Besides, you guys should really be making original content, my stuff is all just copied from TA. It doesn't solve the problem, just makes it prettier.
there's a second project to re-make OTA units with new names and new styles. That project is Complete Annihilation. They're separate projects with separate goals.
This project is intending to convert BA from ripped art to a fan-game.
Joined: 14 May 2006, 11:22 Location: san antonio, tx
hunterw wrote:
guys the solution is simple - just remake the old units with the same proportions but with more polys and UV mapping. hell, you can get away with using most of the old textures even - they just need to be UV mapped and they will stop looking goofy. OTA models' texturing is vertex-based and awful looking, but most textures themselves honestly aren't that bad.
this is the way to go since you can replace a single model and it won't look out of place and shitty, and by the end everything will still be cohesive and OTA styled but with modern polycount and texturing.
Joined: 16 Oct 2004, 18:40 Location: I still have more posts than you.
BTW, I've spent a good deal of time re-making the OTA textures in high res. As the person quoted above pointed out, they're actually pretty decent designs, just stretched to hell at present. Unlike my models, I could see myself sharing those textures at some point.
BTW, I've spent a good deal of time re-making the OTA textures in high res. As the person quoted above pointed out, they're actually pretty decent designs, just stretched to hell at present. Unlike my models, I could see myself sharing those textures at some point.
This combined with stuff that will come from TAXS and a good UV map doover with reflection textures will give us a shiny new TA.
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