<!--QuoteBegin-BigBull+Jun 7 2004, 08:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigBull @ Jun 7 2004, 08:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It lags the game. Just does.
Sushifx brought this to my attention.
Umm you have a nice computer? Brigs models always dropped my fps a bit. 5 fps or so..
And plus it was only weapons. When you put it on an alien, such as the fade, where there is alot of them. bleh.
Also <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <CoolCookieCooks> but itll suck in detail <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <CoolCookieCooks> ill have 3 meshes maximum <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> <i>Brig's rine</i>
At the beginning of the game it is ~8 of them on the screen, and i don't notice any diffrence so i think 6 meshes would work just fine for this model, since you usually never see more than 3 Fades at the same time.
<!--QuoteBegin-BigBull+Jun 7 2004, 06:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigBull @ Jun 7 2004, 06:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It lags the game. Just does.
Sushifx brought this to my attention.
Umm you have a nice computer? Brigs models always dropped my fps a bit. 5 fps or so..
And plus it was only weapons. When you put it on an alien, such as the fade, where there is alot of them. bleh.
Also <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <CoolCookieCooks> but itll suck in detail <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <CoolCookieCooks> ill have 3 meshes maximum <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> i was talking about bowser there bigbull, mainly because bowser has alot more details than the fade
Oh man, PLEASE do a "High poly" alien unit pack? I am just DYING! to see a high poly Onos!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
please don't ruin your own model with 256^2 maps...
the more maps on a model the longer it takes to LOAD... it doesn't drop your FPS, and it doesn't make you lag... it makes you sit in the retarded "loading game data" screen longer.
start meshing with 512 maps in mind... and if you end up with random junk that you don't thing wil be seen often (bottom of the feet) toss them onto a 256 or smaller...
people with gl_maxtexturesize 256 will have the game resize them to 256^2 anyway... so they will live.
so... here we go... using <a href='http://www.readyroom.org/forums/uploads/post-2-1085501915.gif' target='_blank'> this mesh i used (in .gif format) to test the filesize</a>
256 map = 200KB 512 map = 250KB
SOOO... 4 256x256 maps = 800KB (JUST textures) where as one 512, can theoretically hold the same amount of model UV... and is still only 250KB...
now, we *know* that the models are precached when the gaim loads (don't make me pull out the SDK code, because i *DO* have it handy)... so now lets think for a second, what would take longer to load... 800KB, or 250KB?
now.. i'll hope you have all learned a lesson... and shush!
Its just you. pervert <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Pretty good; do try gettting it into the official pack once it's done (and if it blends in) <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
I've had to learn how to texture which is why it's taking so long (my first 100% handpainted texture). But I think I'm finally making progress...any crits besides the fast that it isn't done?
yours is still too clean to be a dirty fade <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> mess it up a little
I agree about the teeth... this thing eats marines. Unless it somehow brushes its teeth... Also it's waaay to clean. It's an alien. Needs to be gunked up with some greenish/reddish tones. Nice model tho <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<!--QuoteBegin-Dorian Gray+Jun 10 2004, 11:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dorian Gray @ Jun 10 2004, 11:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree about the teeth... this thing eats marines. Unless it somehow brushes its teeth... Also it's waaay to clean. It's an alien. Needs to be gunked up with some greenish/reddish tones. Nice model tho <!--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--> The Kharaa doesen't eat Marines tough.
Comments
Sushifx brought this to my attention.
Umm you have a nice computer?
Brigs models always dropped my fps a bit. 5 fps or so..
And plus it was only weapons. When you put it on an alien, such as the fade, where there is alot of them. bleh.
Also <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<CoolCookieCooks> but itll suck in detail <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<CoolCookieCooks> ill have 3 meshes maximum <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<i>Brig's rine</i>
At the beginning of the game it is ~8 of them on the screen, and i don't notice any diffrence so i think 6 meshes would work just fine for this model, since you usually never see more than 3 Fades at the same time.
Sushifx brought this to my attention.
Umm you have a nice computer?
Brigs models always dropped my fps a bit. 5 fps or so..
And plus it was only weapons. When you put it on an alien, such as the fade, where there is alot of them. bleh.
Also <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<CoolCookieCooks> but itll suck in detail <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<CoolCookieCooks> ill have 3 meshes maximum <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i was talking about bowser there bigbull, mainly because bowser has alot more details than the fade
Sushifx says it changes detail in the model, and mesh and lags teh game.
He goes to school for gaming and stuff, so..YA.
Do what you like.
pervert.
the more maps on a model the longer it takes to LOAD... it doesn't drop your FPS, and it doesn't make you lag... it makes you sit in the retarded "loading game data" screen longer.
start meshing with 512 maps in mind... and if you end up with random junk that you don't thing wil be seen often (bottom of the feet) toss them onto a 256 or smaller...
people with gl_maxtexturesize 256 will have the game resize them to 256^2 anyway... so they will live.
alright, so here is the preliminary math...
a 512 map, is made of 4 256 maps... because you double the width, and heighth dimensions...
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->O = 256
OO =512
OO =512 (cont)<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
so... here we go... using
<a href='http://www.readyroom.org/forums/uploads/post-2-1085501915.gif' target='_blank'> this mesh i used (in .gif format) to test the filesize</a>
256 map = 200KB
512 map = 250KB
SOOO... 4 256x256 maps = 800KB (JUST textures) where as one 512, can theoretically hold the same amount of model UV... and is still only 250KB...
now, we *know* that the models are precached when the gaim loads (don't make me pull out the SDK code, because i *DO* have it handy)... so now lets think for a second, what would take longer to load... 800KB, or 250KB?
now.. i'll hope you have all learned a lesson... and shush!
oh i didnt mean it like that........dam kids
anyway...started skinning. I hope I can have it done in 2 or 3 days.
But look at the coloring differences with the defualt fade. its blended with other colors. and the front teeth are too white. put some muck on there.
yours is still too clean to be a dirty fade <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
mess it up a little
The Kharaa doesen't eat Marines tough.