nanospray/overdetail

nanospray/overdetail

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ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

nanospray/overdetail

Post by ironized »

well, im making a mod

each player starts with 3 coms, a econ com, combat com, and a defence com

econ builds econ, combat builds labs and defences and defence com, is just a unit that is reasonably strong.

1. im modeling the foot of the defence com, in blender, i used nurbs then converted it into a mesh, now i have 1k polies in foot/shin, what can oi use to reduce this?

2. is it possible to have different nano affects with lua, and can i please get linked to some examples :)
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: nanospray/overdetail

Post by Argh »

1. I don't have a precise answer for you- you'll have to wait for KDR_11K to answer about mesh-reduction tools in Blender.

However, just based on what you're saying, I suspect you're modeling in a way that's likely to give you lots of trouble later. You need to build rounded things with polylines and lofts, to save on polycount. Using NURBS surfaces is going to lead to very high polycounts in areas you don't need them.

2. Yes, it's possible. CA has code in LUPS (the Lua Particle System) that could be changed to allow for different nanosprays. You need to sit down with LUPS and read over how to do that. If you don't know anything about Lua, I'd strongly suggest starting with something a little easier first.
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Re: nanospray/overdetail

Post by ironized »

well, im after something, non spray related,

i was also thinking of making all buildings a large lump of metal which would be isntant if you had the metal, that then you morphed into a building using energy.

but nurbs is good :'(

ok found how to reduce polys in blender, for search function use:

select what you want to reduce, go into edit mode, mesh>scripts>poly reducer,

set the numbers as you want and hit ok.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: nanospray/overdetail

Post by SinbadEV »

ironized wrote:i was also thinking of making all buildings a large lump of metal which would be isntant if you had the metal, that then you morphed into a building using energy.
Definitely sounds doable... don't ask me how. easy way might be to give con-units huge build rates... and then have them build dummy building that are just blobs of metal, and then have the dummy buildings have a morph command to make them the real building and have this process take only energy.
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Re: nanospray/overdetail

Post by ironized »

im going to need to learn lua aren't i :(
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: nanospray/overdetail

Post by Gota »

Why save on poly?if your gonna have only a few of these units in each game make them as detaield as possible.You can easily make them as high poly as possible if those polies arent going to waste.

If it wan a com for an ota mod like ba for example you could easily make it a few tens of thousands of polies if those polies actually made it look better.
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Re: nanospray/overdetail

Post by ironized »

they were. ie roundness things..


http://img139.imageshack.us/img139/6015/comanderev2.jpg

thats at 2k for its leg -_- but thats cause i have not reduced it yet..
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: nanospray/overdetail

Post by SinbadEV »

There are those who say poly's have little to do with performance in most matches in spring due to Air collision detection, pathing and LOS issues... 4k tris for a leg (and spring uses tris, converts automagically so don't worry about it) is a little excessive however... though that leg looks pretty darned sweet.
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Re: nanospray/overdetail

Post by ironized »

well, in the release, i kinda want to have, the team colour glowing out of those gaps.. im not sure how/ if this is possible, but it would look heaps sweet.

im having problems getting the body right though :@

my body kinds looks like, it should be shooting up the enterprise.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: nanospray/overdetail

Post by SinbadEV »

You can set a glowmap to make the areas of teamcolor emitive I think.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: nanospray/overdetail

Post by KDR_11k »

I wouldn't bother with automatic reduction, just remodel it with polies and this time make sure you don't use too many.
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