View topic - Replacing the models with something beautiful and free


All times are UTC + 1 hour


Post new topic Reply to topic  [ 108 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
Author Message
PostPosted: 20 Jul 2009, 16:20 
Map Creator
User avatar

Joined: 17 Feb 2006, 15:58
Location: retired
im not sure should we add more polys in the units that are spammed a lot.
Top
 Offline Profile  
 
PostPosted: 20 Jul 2009, 21:58 
Omnidouche
User avatar

Joined: 16 Oct 2004, 18:40
Location: Canada
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.
Top
 Offline Profile  
 
PostPosted: 20 Jul 2009, 22:06 
Map Creator
User avatar

Joined: 17 Feb 2006, 15:58
Location: retired
well, also the point is in that you cant even see all the details ingame... so it would be total waste of time :P
Top
 Offline Profile  
 
PostPosted: 20 Jul 2009, 22:37 
Omnidouche
User avatar

Joined: 16 Oct 2004, 18:40
Location: Canada
Agreed :(

:cry:
Top
 Offline Profile  
 
PostPosted: 20 Jul 2009, 22:38 

Joined: 27 Feb 2006, 02:04
Do you still have all the models from your attempt to remake everything? It'd be great if you could post them for us all to use.
Top
 Offline Profile  
 
PostPosted: 20 Jul 2009, 22:40 
Omnidouche
User avatar

Joined: 16 Oct 2004, 18:40
Location: Canada
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.
Top
 Offline Profile  
 
PostPosted: 20 Jul 2009, 22:45 
Map Creator
User avatar

Joined: 17 Feb 2006, 15:58
Location: retired
Maybe we could morph the models slowly into something else.. so people wont notice difference :D
Top
 Offline Profile  
 
PostPosted: 20 Jul 2009, 22:53 
Omnidouche
User avatar

Joined: 16 Oct 2004, 18:40
Location: Canada
Amazing to still see you around here TM. Looks like it's just you, me, and a few moderators now.
Top
 Offline Profile  
 
PostPosted: 21 Jul 2009, 03:36 

Joined: 27 Feb 2006, 02:04
It would be a great temporary step though. You'd make by far the biggest contribution so maybe we would scale all the models to match yours instead.
Top
 Offline Profile  
 
PostPosted: 21 Jul 2009, 15:17 
Moderator
User avatar

Joined: 06 Aug 2005, 12:15
eh hem..
Top
 Offline Profile  
 
PostPosted: 21 Jul 2009, 15:23 
User avatar

Joined: 23 Oct 2004, 00:43
@Caydr

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.
Top
 Offline Profile  
 
PostPosted: 21 Jul 2009, 21:16 
Omnidouche
User avatar

Joined: 16 Oct 2004, 18:40
Location: Canada
Why is CA even called CA? It's incomplete and it has nothing to do with * Annihilation. Get your own name, freaking barnacles.
Top
 Offline Profile  
 
PostPosted: 21 Jul 2009, 22:42 
Map Creator
User avatar

Joined: 17 Feb 2006, 15:58
Location: retired
CA models sucks, dont use them... i beg you.
Top
 Offline Profile  
 
PostPosted: 21 Jul 2009, 23:17 
User avatar

Joined: 23 Oct 2004, 00:43
Caydr wrote:
Why is CA even called CA? It's incomplete and it has nothing to do with * Annihilation. Get your own name, freaking barnacles.


Because, like you said, it's incomplete. Including the name. They had a vote for the new name, but I forget the result.
Top
 Offline Profile  
 
PostPosted: 21 Jul 2009, 23:42 
Moderator

Joined: 15 Jul 2007, 21:02
MR.D wrote:
eh hem..

Don't think I'm not 10,000% grateful to you for the work you've already done, by the way ;)

Which reminds me I still need to put a few of your models into this...
Top
 Offline Profile  
 
PostPosted: 22 Jul 2009, 12:02 
Map Creator
User avatar

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.
Top
 Offline Profile  
 
PostPosted: 22 Jul 2009, 17:15 
User avatar

Joined: 28 Apr 2005, 18:29
Location: Netherlands
+1 to hunter,

it sounds like a shitload of work though
Top
 Offline Profile  
 
PostPosted: 22 Jul 2009, 21:29 
Omnidouche
User avatar

Joined: 16 Oct 2004, 18:40
Location: Canada
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.
Top
 Offline Profile  
 
PostPosted: 23 Jul 2009, 00:22 
User avatar

Joined: 24 Aug 2006, 05:13
Location: USA West
Caydr wrote:
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.

Scripts could also be improved.
Top
 Offline Profile  
 
PostPosted: 19 Aug 2009, 23:26 

Joined: 21 Oct 2008, 01:54
Are there any process with this project at all?
Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 108 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

All times are UTC + 1 hour


Who is online

Users browsing this forum: Bing [Bot] and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group
Site layout created by Roflcopter et al.