Arm T1 Tank (Stumpy)
Moderators: MR.D, Moderators
Re: Arm T1 Tank (Stumpy)
For rare units, higher polygons are ok. For units like this one, the stumpy, which players are going to make lots of, polycounts should be lower, 500-800 is a good range.
Re: Arm T1 Tank (Stumpy)
PFFFFFFFFT, gundam's main units are nowhere near that low poly and it runs fien.
Re: Arm T1 Tank (Stumpy)
Spherebot (The new CA PW) is 1118 tri's. This is a unit people are spamming dozens of, in every game. Ive noticed no complaints of slowdown from it. The stumpy is 4x the price of the peewee, im sure you could use 4k and nobody would care.
But for a vehicle, you probably dont even need that many polygons, and its always good to not waste any more polys than you need to. But dont be too fussed over polycount, if the polygons are being put to good use, use them.
But for a vehicle, you probably dont even need that many polygons, and its always good to not waste any more polys than you need to. But dont be too fussed over polycount, if the polygons are being put to good use, use them.
Re: Arm T1 Tank (Stumpy)
Quite right. You know, sod it. I'm going to use Yuritch's Katyusha model in all its glory before spiked ripped it in half removing polies.
Re: Arm T1 Tank (Stumpy)
YES! were with you!march on!
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Re: Arm T1 Tank (Stumpy)
We use only two sets of tracks in S44. Graphically the difference is very slight, unless the tank is incredibly, incredibly slow.
Re: Arm T1 Tank (Stumpy)
My tracks are smoother though with 4 frames, blends better with the wheels also, and shouldn't cause any unnecessary video lag with only 1/4 track objects being rendered at any given time.
But my Tracks are solid, not hollowed tubes in the interest of saving as many polies as possible.
But my Tracks are solid, not hollowed tubes in the interest of saving as many polies as possible.
Last edited by MR.D on 19 Feb 2008, 09:16, edited 1 time in total.
Re: Arm T1 Tank (Stumpy)
It would be difficult to use more for us anyway as realistic track links are only a few pixels wide.SpikedHelmet wrote:We use only two sets of tracks in S44. Graphically the difference is very slight, unless the tank is incredibly, incredibly slow.
Re: Arm T1 Tank (Stumpy)
With "fine" meaning "Framerate goes down the crapper late-game" which is the case for me. Though I think it's the fault of the 300+ building econ in every base, not the field units.smoth wrote:PFFFFFFFFT, gundam's main units are nowhere near that low poly and it runs fien.
Re: Arm T1 Tank (Stumpy)
Do remember that gundam units also have more pieces which account for some lag. Tanks hardly ever have as many pieces as walking units.
Re: Arm T1 Tank (Stumpy)
Hey guys.
Sorry for any progress... I dont have time for this. Job...etc.
This is my scene ( .max, .obj, .3ds ) this tank (90% mapped), and T1 Arm bomber... If someone can finish it... would be nice;).
http://www.speedyshare.com/426883893.html
Sorry for any progress... I dont have time for this. Job...etc.
This is my scene ( .max, .obj, .3ds ) this tank (90% mapped), and T1 Arm bomber... If someone can finish it... would be nice;).
http://www.speedyshare.com/426883893.html
- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
Re: Arm T1 Tank (Stumpy)
Model shows in the first two posts is fricken sexy!
Re: Arm T1 Tank (Stumpy)
The 3DS files are already uvmapped, nicely. All it would take is somebody with time to paint them, pretty much.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: Arm T1 Tank (Stumpy)
I should have internets in a few weeks, then i will demo something that will make you cry tears of blood Floz.FLOZi wrote:It would be difficult to use more for us anyway as realistic track links are only a few pixels wide.SpikedHelmet wrote:We use only two sets of tracks in S44. Graphically the difference is very slight, unless the tank is incredibly, incredibly slow.
Something to do with texture co-ordinate translation and pure awesome will give infinite track speed variability >_>
Re: Arm T1 Tank (Stumpy)
IOW, you've figured out how to do it via Lua and OpenGL? Yay! That has lots of other potential uses.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: Arm T1 Tank (Stumpy)
intellectually i know how to do it, i just need time [got heaps of that] and reliable, reasonably quick net access [dont have] to figure out the nuts and bolts of it :)Argh wrote:IOW, you've figured out how to do it via Lua and OpenGL? Yay! That has lots of other potential uses.