New version, 0.66b1
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Quake 1 was indeed easy, but those were very low poly models.LathanStanley wrote:ARE YOU KIDDING ME!!GrOuNd_ZeRo wrote:UV-Mapping is a nice feature although skinning is much more time consuming and complicated than per-face texture system.
No Alpha-Textures are supported as far as I have seen which is not a great thing...
UV mapping is the greatest thing ever...
remember old Quake 1, and how EASY it was to change the skin on a guy?
thats UV MAPPING... much easier than old school per face mapping..
you just gotta know how to do it
Just try something more complex like a recreation of a firearm, you'll see what I mean.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
HL2 still uses UV maps... it might not be quite as easy as it was quake 1, but it's still the standard, and there is really no other way of doing that is easier.GrOuNd_ZeRo wrote:Quake 1 was indeed easy, but those were very low poly models.LathanStanley wrote:ARE YOU KIDDING ME!!GrOuNd_ZeRo wrote:UV-Mapping is a nice feature although skinning is much more time consuming and complicated than per-face texture system.
No Alpha-Textures are supported as far as I have seen which is not a great thing...
UV mapping is the greatest thing ever...
remember old Quake 1, and how EASY it was to change the skin on a guy?
thats UV MAPPING... much easier than old school per face mapping..
you just gotta know how to do it
Just try something more complex like a recreation of a firearm, you'll see what I mean.
Either way, most TAS models are way closer to quake 1 polyage then they are to any newer game's polycounts.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
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- Posts: 578
- Joined: 19 Aug 2004, 17:38
I wonder, how hard would it be to include LOD models in the new format? I mean, it sure means more work for the modeller, but the resulting performance boost can't be denied. If we have at least 3 lods, one for absolutely close-up, one for "a few yards away" view, one for "quarter mile away" view, this would decrease polycount per frame to 50-40% of its current amount for most of the time, and to 25-20% when viewing massive battles from afar, while keeping the ability to zoom in and take a look at the details on units. LODs could be made like "layers" of the model, several tabs in the editor, each sharing the same piece tree and texture, but having different model pieces mapped to that texture. In game, LODs would be defined by distance to the camera, and maybe whether or not they are within the camera's "sight".
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- Spring Developer
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- Joined: 14 Mar 2005, 12:32
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- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
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- Posts: 578
- Joined: 19 Aug 2004, 17:38
I, for one, WILL need LODs for my modification. I'm planning on hundreds of small units that have to have a decent polycount to be looking acceptable at point blank range. I'll need at least two in addition to what we have now, one normal and one generated for "extremely far-away", which are really not enough. I need one for a distance of several meters, so most extra details ("goblins" they are called in Homeworld) are removed, and one for a few hundred meters away distance, so that only a basic representation of the unit can be used.
And it would be nice to have the HW sensor view I talked of, which only needs that untis be replaced with a model so simple its just a symbol with billboarding when far away. That combined with a thign to make the map far less detailed with a uniform coloured texture at very high heights would let us view maps as large as 50x50 in a single screen much easier.