Katana 3000 Concept

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  • Daza4Daza4 Kerc Kasha Join Date: 2003-04-06 Member: 15233Members
    <!--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.
  • DillinjaDillinja Join Date: 2003-09-04 Member: 20563Members
    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):

    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.
  • DillinjaDillinja Join Date: 2003-09-04 Member: 20563Members
    edited February 2004
    <!--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.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    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?
  • DillinjaDillinja Join Date: 2003-09-04 Member: 20563Members
    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

    <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
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    ah, like the halo marine, someone posted at an earlier date about that bump mapping
  • DillinjaDillinja Join Date: 2003-09-04 Member: 20563Members
    this is a typical bump mapped object its totally flat but has a great amount of deatil through the bump mapping
  • DemiguiseDemiguise Marks Servers Reg Join Date: 2004-01-19 Member: 25462Members
    Dijin Could you model that for me?
    I think i might like that as a ship on Freelancer.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    cool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Fox_OneFox_One Join Date: 2003-01-15 Member: 12310Members
    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.
  • StarchyStarchy Join Date: 2003-04-21 Member: 15727Members, Constellation
    <!--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-->
  • rabbityrabbity Join Date: 2003-07-02 Member: 17866Members
    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-->
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    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-->
  • DillinjaDillinja Join Date: 2003-09-04 Member: 20563Members
    its not for ingame use cpt.
  • -Drake--Drake- -dn ʎɐʍ sıɥʇ- Join Date: 2003-04-02 Member: 15125Members
    edited February 2004
    then y not just make a tanto version for the knife since a tanto is alot shorter

    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 :>
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    <!--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
  • JaegerJaeger Join Date: 2002-11-28 Member: 10202Members
    edited February 2004
    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.

    *edit* grammar
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    i never got to finish the game its realy hard
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin-Dillinja+Feb 17 2004, 08:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dillinja @ Feb 17 2004, 08:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> its not for ingame use cpt. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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-->
  • spai_duhzspai_duhz Join Date: 2002-12-23 Member: 11404Members
    <!--QuoteBegin-rabbity+Feb 17 2004, 10:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rabbity @ Feb 17 2004, 10:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> here's the kinda finalised version, i cant think of anything for the tsuba

    <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. ^_^
  • rabbityrabbity Join Date: 2003-07-02 Member: 17866Members
    not for ingame use?! D:!
  • LuisXLuisX Join Date: 2003-08-06 Member: 19101Members
  • evilwallpaperevilwallpaper Join Date: 2004-01-30 Member: 25745Members, Constellation
  • Kenichi-SNKKenichi-SNK Join Date: 2003-12-21 Member: 24617Members
    So is this just a another dream of you ppl or does the Katana mod exist for download?
  • NightfireTGNightfireTG Join Date: 2002-12-24 Member: 11508Members
    very well, made, i'm looking forward to its release.
  • Fox_OneFox_One Join Date: 2003-01-15 Member: 12310Members
    <!--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.
  • evilwallpaperevilwallpaper Join Date: 2004-01-30 Member: 25745Members, Constellation
    a model to look at but not to be played with ?
  • Fox_OneFox_One Join Date: 2003-01-15 Member: 12310Members
    Precisely. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • -Drake--Drake- -dn ʎɐʍ sıɥʇ- Join Date: 2003-04-02 Member: 15125Members
    TS has a katana i believe
  • NightfireTGNightfireTG Join Date: 2002-12-24 Member: 11508Members
    what's the current status of this sword model?
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