been away from active participation for a while, but i've just installed Hexagon and I've got the bug back; Isis Interstellar's about to put the Vampire Mk III (designation : Dominatrix) into production.
Did i hear the vertice/polygon limit's changed now? I take it any poly count means any type of poly and not just the triangles i could only use in my last 3D modeller?
also, is there a simple tute re low/bump maps kicking about, or do i have to go through the 20 pages of Shaders' thread?
cheers!
Quickie new ship questions.
Moderators: winston, another_commander
- Killer Wolf
- ---- E L I T E ----
- Posts: 2279
- Joined: Tue Jan 02, 2007 12:38 pm
- Killer Wolf
- ---- E L I T E ----
- Posts: 2279
- Joined: Tue Jan 02, 2007 12:38 pm
This thread might help somewhat. It has details of the polygon limits (and a link to the original post with them) plus some other bits about shipmaking.
The polygon limit is gone in 1.73 apparently. And for the shaders, the tail end of the shader thread I think had something that Griff put together in it. Or one of the similar threads did (I didn't take much notice as my kit can't run shaders, I'd just go even more green ).
The polygon limit is gone in 1.73 apparently. And for the shaders, the tail end of the shader thread I think had something that Griff put together in it. Or one of the similar threads did (I didn't take much notice as my kit can't run shaders, I'd just go even more green ).
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
- Killer Wolf
- ---- E L I T E ----
- Posts: 2279
- Joined: Tue Jan 02, 2007 12:38 pm
- Killer Wolf
- ---- E L I T E ----
- Posts: 2279
- Joined: Tue Jan 02, 2007 12:38 pm
Exhumation
Just wanted to dig this thread up to as a question about poly limits.
As per the replies, appraently the poly limit has gone, which means we should be able to create some pretty intricate/complex objects for the game. Question is tho, is there a "sensible" limit we should try and keep to in order to keep the game smooth and playable for the majority of players? i know we probably run the specturm from Pentium 2s to Quad Cores, but does anyone have thoughts on this?
TIA
As per the replies, appraently the poly limit has gone, which means we should be able to create some pretty intricate/complex objects for the game. Question is tho, is there a "sensible" limit we should try and keep to in order to keep the game smooth and playable for the majority of players? i know we probably run the specturm from Pentium 2s to Quad Cores, but does anyone have thoughts on this?
TIA
The lower the poly count, the more people that are able to use it.
My Long Range Cruiser has:
*2988 polygons, 4482 edges, 1296 vertices.
*2 1024x1024 Diffuse maps
*2 1024x1024 Effects maps
*2 1024x1024 Normal maps
*2 256x256 Diffuse maps
*2 256x256 Effects maps
*2 256x256 Normal maps
and I havnt heard any complaints yet.
(Wait till they see my new Lynx Bulk Carrier, less polygons, but alot more textures.)
My Long Range Cruiser has:
*2988 polygons, 4482 edges, 1296 vertices.
*2 1024x1024 Diffuse maps
*2 1024x1024 Effects maps
*2 1024x1024 Normal maps
*2 256x256 Diffuse maps
*2 256x256 Effects maps
*2 256x256 Normal maps
and I havnt heard any complaints yet.
(Wait till they see my new Lynx Bulk Carrier, less polygons, but alot more textures.)
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
That’s 34 MiB of texture data right there. 3000 triangles are largely irrelevant performance-wise compared to that.ADCK wrote:The lower the poly count, the more people that are able to use it.
My Long Range Cruiser has:
*2988 polygons, 4482 edges, 1296 vertices.
*2 1024x1024 Diffuse maps
*2 1024x1024 Effects maps
*2 1024x1024 Normal maps
*2 256x256 Diffuse maps
*2 256x256 Effects maps
*2 256x256 Normal maps
and I havnt heard any complaints yet.
(Edge counts are completely irrelevant. As it stands, the actual vertex count as used by Oolite is always three times the triangle count, which is suboptimal, but there you have it.)
E-mail: [email protected]
- Killer Wolf
- ---- E L I T E ----
- Posts: 2279
- Joined: Tue Jan 02, 2007 12:38 pm
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
If so, they were wrong. For instance, the current Coriolis has two textures, but the original had six.Killer Wolf wrote:i thought someone said somewhere that Oolite ships could only have one anyways
E-mail: [email protected]