Page 14 of 24
Posted: 17 Oct 2006, 07:33
by Neddie
They're a bit too substancial and/or square. I know we want to save on polies, but as they are... thin them a little or round them, otherwise they will always look like crosses.
Posted: 17 Oct 2006, 14:30
by Warlord Zsinj
I'd have to agree on the tents; as well as the guard tower. For the most part, I think it is worth going upwards with face counts on buildings to make them a little bit more believable. You aren't going to be seeing them in anywhere near the numbers you'll be seeing infantry (except for perhaps ammunition dumps), so there isn't a big concern there.
For the most part, I'd say you need to get hold of some French-style houses.
I think you should probably make atleast some of the buildings look pre-bombed out (much of that is in the texturing, but you still want to have nice chunks missing). Do we have texture degradation? You could use that so that houses start pristene, then get more bombed out as the battle goes on...
COH is relatively succesful with it's environments.

Posted: 17 Oct 2006, 20:18
by FLOZi
we already have some good power lines from gnome
Posted: 17 Oct 2006, 20:53
by Guessmyname
Whilst we don't have texture degradation, we can have features become other features on death:
Ordinary house
Damaged house
More damaged house
Ruins
Posted: 17 Oct 2006, 22:59
by Felix the Cat
The reason I've kept features very low-poly is that, for some reason, features lag my computer like 10x the amount that units do. 10 100-poly tanks roll across the screen at a nice 50FPS or so. 10 100-poly features make me feel like I'm running Spring on a Commodore 64.
If this problem has been/will be imminently corrected, I'll increase poly counts on features.
...actually, I lied. I already have started to make more detailed stuff.

Posted: 17 Oct 2006, 23:30
by Felix the Cat
...so much for low-poly.
Premise of the damage is that the two outside "fuel tanks" exploded catastrophically. Now, what would be really cool is if they actually exploded when the factory is hit for x damage, and the factory model changes to this at the explosion.
Posted: 18 Oct 2006, 00:02
by Snipawolf
Okay, if this
is company of heroes, then I immediately withdraw anything I said about competing with it.. That is the best I have seen some FPS's look.. My computer sucks so much..
And those are some fine buildings..
Posted: 18 Oct 2006, 01:03
by rattle
You should improve the wreck model and fix it in some places as well. The plate the tanks stood on got clipping errors at least (unless they are intended). Also the (radar?) tower looks weird, shouldn't it be broken at least?
Posted: 18 Oct 2006, 05:39
by Felix the Cat
rattle wrote:You should improve the wreck model and fix it in some places as well. The plate the tanks stood on got clipping errors at least (unless they are intended). Also the (radar?) tower looks weird, shouldn't it be broken at least?
-No, no clipping errors, though it looks like it. It's just Wings being weird and making it look like errors. I had to triangulate the surface because of its complexity, which contributes to the look.
-I have no idea what that tower is, but on the original it looks like solid metal, so I decided to have it collapse downward through the ceiling.
Posted: 18 Oct 2006, 17:12
by 1v0ry_k1ng
the CoH gameplay sucks, who cares about the the graphics. its simple and dumbed down and it just dosnt feel good. This mod has real potential, graphics shouldnt be so much of an issue. whens the first playable version planned for?
Posted: 18 Oct 2006, 18:56
by SpikedHelmet
Hmm.. I wonder how moddable COH is.. hehehehe
Posted: 18 Oct 2006, 18:58
by j5mello
its made by the guys who made Dawn of War which while a bit complicated was fairly moddable (though most mods stayed within 40 universe) so i would say CoH is fairly moddable as well though i have no idea if they even released an SDK of any sorts.
Posted: 18 Oct 2006, 20:23
by Snipawolf
The engine used in COH could be used for quite a lot of interesting things, heheh..
My comp sux, thats why I was marvelling at graphics..
Yet again, I do like the gameplay of COH, almost too squad based however.. I don't own the whole game, I have a feeling it would be boring after a while on single player, multiplayer would be pretty good though.
Of course this mod has potential, so do many others. Graphics aren't everything, so you should stop thinking that someone who marvels at graphics for a few seconds is a dumbass who likes graphics more than gameplay. At least it isn't halo, halo 2, or halo 3... Okay, I cooled down..
Sorry for going off topic so much..
Sorry again.
Posted: 20 Oct 2006, 22:58
by SpikedHelmet
Jesus, calm down.
Posted: 20 Oct 2006, 23:25
by Snipawolf
Sheesh, my school has like 25+ WWII books \O/
I got The Battle of the Bulge, and, contrary to previous belief. The German forces used jet engines during the last years of the war..
They were developed and started being made in '44... So I guess this means you need some Jets for Axis later in game, huh?
So this means, jets are gunna cost a lot >.>
Yet again, a noob's opinion..
Posted: 20 Oct 2006, 23:39
by SpikedHelmet
... contrary to what previous belief? Jets have been in this mod for 4 years now...
Posted: 20 Oct 2006, 23:51
by Snipawolf
This mod has been around for 4 years..? Cool..
As in, my previous belief

Posted: 20 Oct 2006, 23:55
by SpikedHelmet
Aha!
Just as I suspected, our problem with improper shading on models ingame is due to some fuck up occuring when importing UV co-ordinates from a model exported from Ultimate Unwrap.. how did I find out, you ask!? Well, I opened the un-UVmapped .S3O model and used the Lighting feature to see it with lighting -- and, of course, it shows up shaded as it should be. But as soon as I imported the UV co-ordinates from the Ultimate Unwrap'd model, the shading became errored. Demonstration:
Hopefully this problem can be fixed by exporting the UV co-ordinates of existing .S3O models, importing them into a "better" uv-mapping program and, and then exporting them out of that.
Posted: 21 Oct 2006, 09:02
by maestro
according to Zaphod aka jcnossen the shading problem is caused by upspring cant handle multiple UV point (i;e UV vertices shared by more than 1 UV 'island'). That is certainly not caused by your uv unwrap software.....
Even the most 3ds natural (the uberexpensive ubercomplex 3D MAX) wont solve the problem-- Ive tried it. Problem is in Spring/Upspring
Posted: 21 Oct 2006, 09:48
by Das Bruce
SpikedHelmet wrote:Blah blah blah heil comrade stalin blah blah
Basically it breaks the shading wherever there's a break in the UV map, so you have to chop it up into pieces that are least likely to show it up, or deal with fugly shading.