<!--QuoteBegin-Dillinja+Feb 17 2004, 01:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dillinja @ Feb 17 2004, 01:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i dont know what people make think that hl2 can easily lift 6000 poly guns
ITS NOT TRUE
half life 2 also uses guns at a max of 2500+ polys the only thing is they use bump mapping witch can save you thousands of poly with the same effect of detail <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I find bump mapping makes things laggier then extra polies.
aehm cocki if im gettin you right your trying to tell me that the polycount is ok for hl2 well its not
refering your own link above
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->We target between 3000 polygons (i.e.: headcrabs) and 7500 polygons (i.e. Alyx, the Gman) for characters and monsters, depending on function and how many we hope to have on-screen simultaneously, and we have several stages of LOD (level of detail) models with drastically reduced polygon counts for when things get smaller in screen space (further away).
We're targeting around 2000 polygons for our viewmodels (which of course do not LOD) including hands. Some current examples (final values are likely to be different):
see this means that its ok for a a playermodel to have up tp 7500 thats normal but im talking about the weapons.
you can spend 5000 - 6000 on a weapon models no big deal but its baaaad gamedesign you shouldnt do that since your computer will have to handle more than enought polys at the game itself.
<!--QuoteBegin-Daza400+Feb 17 2004, 03:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Daza400 @ Feb 17 2004, 03:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Dillinja+Feb 17 2004, 01:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dillinja @ Feb 17 2004, 01:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i dont know what people make think that hl2 can easily lift 6000 poly guns
ITS NOT TRUE
half life 2 also uses guns at a max of 2500+ polys the only thing is they use bump mapping witch can save you thousands of poly with the same effect of detail <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I find bump mapping makes things laggier then extra polies. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> well in some point your right but if you take the doom3 guns for example they have no more than 3000 polys and all the screwes and small details are bumped and awith the appropiate gpu its no big deal for the frame rates.
The thing is this its very difficult for gpu manufacturers to make grafik cards wich can handle more and more polys.
so they swapped over to bumpmapping and per pixel shading. to give you the effect of a polygon fest wich just isnt there.
ah i didnt see the weapon bit, i just skimread. i think i can understand bump mapping, do you use the skinmesh but twice, one for the skin, and one for the bump map?
you use a bump map ( black and white) to tell the engine wich parts are deeper than other so it can shade the texture itself without having the structure beneath it
Alright...seriously...what kind of sword is this? The blade design (katana curves gradually the length of the blade) and overall length (too small) make it not a Katana. It's not a ninja-to, either, due to that curve. And I'm no sword efficionado, so I'm clueless. Could someone help? I had one friend tell me, "Yeah, that's a katana." and another say, "No...not a katana...but what the hell <i>is</i> it?" which obviously didn't help clear things up. At all.
<!--QuoteBegin-CMF_FATAL+Feb 11 2004, 04:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CMF_FATAL @ Feb 11 2004, 04:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ^^arg, you made my browser so confused! lol, great work. some better model this or im sueing... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Mozilla is the answer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
here's the kinda finalised version, i cant think of anything for the tsuba <img src='http://members.lycos.co.uk/rabbiteh/pictars/drake_katana/katana_render2.jpg' border='0' alt='user posted image' /> <3 isshoes for teh brazil render <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
hm I like the design... the only problem will be to make proper animations so they fit the fast attack-speed of the TSA knife <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
<!--QuoteBegin-Dillinja+Feb 17 2004, 04:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dillinja @ Feb 17 2004, 04:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> this is a typical bump mapped object its totally flat but has a great amount of deatil through the bump mapping <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> if my memory serves me right that is teh dreadnought from homeworld 2
Close, but not quite. It's the Sajuuk, your mothership after the Pride of Hiigara had its hyperdrive core removed and combined with the First and Third Cores to reawaken the Sajuuk-Khar battleship.
<3 isshoes for teh brazil render <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> i like it very much. ^_^
<!--QuoteBegin-Kenichi-SNK+Feb 19 2004, 04:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kenichi-SNK @ Feb 19 2004, 04:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So is this just a another dream of you ppl or does the Katana mod exist for download? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I do beleive it's going to go the way of 9/10 models on these forums.
Comments
ITS NOT TRUE
half life 2 also uses guns at a max of 2500+ polys the only thing is they use bump mapping witch can save you thousands of poly with the same effect of detail <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I find bump mapping makes things laggier then extra polies.
refering your own link above
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->We target between 3000 polygons (i.e.: headcrabs) and 7500 polygons (i.e. Alyx, the Gman) for characters and monsters, depending on function and how many we hope to have on-screen simultaneously, and we have several stages of LOD (level of detail) models with drastically reduced polygon counts for when things get smaller in screen space (further away).
We're targeting around 2000 polygons for our viewmodels (which of course do not LOD) including hands. Some current examples (final values are likely to be different):
v_crossbow.mdl: 592
v_smg2.mdl: 2854
v_smg2.mdl: 1851
v_bugbait: 1958
v_rocketlauncher: 1791
v_physics: 2298
v_shotgun: 1925<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
see this means that its ok for a a playermodel to have up tp 7500 thats normal but im talking about the weapons.
you can spend 5000 - 6000 on a weapon models no big deal but its baaaad gamedesign you shouldnt do that since your computer will have to handle more than enought polys at the game itself.
ITS NOT TRUE
half life 2 also uses guns at a max of 2500+ polys the only thing is they use bump mapping witch can save you thousands of poly with the same effect of detail <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I find bump mapping makes things laggier then extra polies. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
well in some point your right but if you take the doom3 guns for example they have no more than 3000 polys and all the screwes and small details are bumped and awith the appropiate gpu its no big deal for the frame rates.
The thing is this its very difficult for gpu manufacturers to make grafik cards wich can handle more and more polys.
so they swapped over to bumpmapping and per pixel shading. to give you the effect of a polygon fest wich just isnt there.
<img src='http://www.millspaw3d.com/random%20stuff/cgtalk/table-top-maps.jpg' border='0' alt='user posted image' />
see with the bump mpap its posible to give you the illusion of a very higpoly ground
I think i might like that as a ship on Freelancer.
Mozilla is the answer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<img src='http://members.lycos.co.uk/rabbiteh/pictars/drake_katana/katana_render2.jpg' border='0' alt='user posted image' />
<3 isshoes for teh brazil render <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Edit:: i glad u like ur prezzy Chrono ^^
Evilwallpaper didnt like the 1 i made him which made me sad >.<.......i les i wub him really :>
if my memory serves me right that is teh dreadnought from homeworld 2
*edit* grammar
ah... okay... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
<a href='http://members.lycos.co.uk/rabbiteh/pictars/drake_katana/katana_render2.jpg' target='_blank'>http://members.lycos.co.uk/rabbiteh/pictar...ana_render2.jpg</a>
<3 isshoes for teh brazil render <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i like it very much. ^_^
I do beleive it's going to go the way of 9/10 models on these forums.