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Re: Arm T1 Tank (Stumpy)
Posted: 17 Feb 2008, 01:08
by Sheekel
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)
Posted: 17 Feb 2008, 01:10
by smoth
PFFFFFFFFT, gundam's main units are nowhere near that low poly and it runs fien.
Re: Arm T1 Tank (Stumpy)
Posted: 17 Feb 2008, 01:18
by Saktoth
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.
Re: Arm T1 Tank (Stumpy)
Posted: 17 Feb 2008, 01:42
by FLOZi
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)
Posted: 17 Feb 2008, 01:54
by smoth
fucking right!
Re: Arm T1 Tank (Stumpy)
Posted: 17 Feb 2008, 04:52
by Gota
YES! were with you!march on!
Re: Arm T1 Tank (Stumpy)
Posted: 18 Feb 2008, 08:12
by SpikedHelmet
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)
Posted: 18 Feb 2008, 08:17
by MR.D
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.
Re: Arm T1 Tank (Stumpy)
Posted: 18 Feb 2008, 14:43
by FLOZi
SpikedHelmet wrote:We use only two sets of tracks in S44. Graphically the difference is very slight, unless the tank is incredibly, incredibly slow.
It would be difficult to use more for us anyway as realistic track links are only a few pixels wide.
Re: Arm T1 Tank (Stumpy)
Posted: 18 Feb 2008, 15:49
by KDR_11k
smoth wrote:PFFFFFFFFT, gundam's main units are nowhere near that low poly and it runs fien.
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.
Re: Arm T1 Tank (Stumpy)
Posted: 18 Feb 2008, 17:42
by Snipawolf
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)
Posted: 22 Apr 2008, 23:11
by Falcrum
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
Re: Arm T1 Tank (Stumpy)
Posted: 22 Apr 2008, 23:40
by clericvash
Model shows in the first two posts is fricken sexy!
Re: Arm T1 Tank (Stumpy)
Posted: 22 Apr 2008, 23:46
by Argh
The 3DS files are already uvmapped, nicely. All it would take is somebody with time to paint them, pretty much.
Re: Arm T1 Tank (Stumpy)
Posted: 29 Apr 2008, 01:41
by Pressure Line
FLOZi wrote:SpikedHelmet wrote:We use only two sets of tracks in S44. Graphically the difference is very slight, unless the tank is incredibly, incredibly slow.
It would be difficult to use more for us anyway as realistic track links are only a few pixels wide.
I should have internets in a few weeks, then i will demo something that will make you cry tears of blood Floz.
Something to do with texture co-ordinate translation and pure awesome will give infinite track speed variability >_>
Re: Arm T1 Tank (Stumpy)
Posted: 29 Apr 2008, 06:40
by Argh
IOW, you've figured out how to do it via Lua and OpenGL? Yay! That has lots of other potential uses.
Re: Arm T1 Tank (Stumpy)
Posted: 29 Apr 2008, 07:20
by Pressure Line
Argh wrote:IOW, you've figured out how to do it via Lua and OpenGL? Yay! That has lots of other potential uses.
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 :)
Re: Arm T1 Tank (Stumpy)
Posted: 25 Sep 2008, 18:35
by Hoi
could you reupload it?
Re: Arm T1 Tank (Stumpy)
Posted: 25 Sep 2008, 22:01
by MDV
Will somebody texture it?
Re: Arm T1 Tank (Stumpy)
Posted: 25 Sep 2008, 22:03
by Hoi
I would try to.