i did/ am doing that, some early attempts i made:smoth wrote:Learn what was inside of those tutorials I linked you to.

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i did/ am doing that, some early attempts i made:smoth wrote:Learn what was inside of those tutorials I linked you to.
heh, lets start small:)Keithus wrote:very impressive improvements hoi, I hope someone as willing to learn like yourself ends up in the games industry :)
good to hear you got onto that bob :) glad i could help (although it was mentioned earlier in the BT thread, i think it got a bit lost lol)bobthedinosaur wrote:speaking of which playing a lot for mech commander 2 source.
It's working in SVN.Yet totally unpractical when it comes to gameplay performance where a LOD system is not in place(yet) with Spring.
I didn't make it with Spring in mind, but I may just do thatMR.D wrote:That jeep model is hand down a great looking model.
Yet totally unpractical when it comes to gameplay performance where a LOD system is not in place(yet) with Spring.
You could trim a whole lot of triangles out of that and still end up with a great game usable model for Spring if that was the goal.
Not to our benefit. Everything looks like it's had Gaussian Blur of three to five pixels applied at game distance.Argh wrote:It's working in SVN.Yet totally unpractical when it comes to gameplay performance where a LOD system is not in place(yet) with Spring.
That's not the LOD system, it's the mipmapping changes. Bring that up in Dev., with some screens.Not to our benefit. Everything looks like it's had Gaussian Blur of three to five pixels applied at game distance.