Id like to support this project with some content.
Is there a need of highpoly models? Do you want them? Can the engine handle them? Where are the limits? Are the graphical improvements of the engine planed? Shaders for example?
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I've started with the Cobra MKI. I haven't added all stuff i think i could add. But thats your part: How are the gunmounts supposed to look?
An ugly preview rendering showing the engines, loadingbay on top, Frontwindow:
Just 328 polygons so far.
Please make some suggestions to improve this model, i'll do it if they are good and start texturing it when the model itself is finished.
The highest polygon count is 500. Some people say try and keep it below 250. I used to try and keep it as close to 100 as I could (but that was before I had my funky new duel xeon processors! )
You can add even more polygons though by adding sub-entities which are dead easy to do, I'll upload my Dark Wheel Cobra III to Oosat again so you can take a look at the code.
Oh and the size of the textures are recommended at 512x512 but there is no limit hard coded into the engine. I've put textures of 1024x1024 on my own models and they run fine, but anything I've uploaded I've kept to 512x512.
Nice model by the way. I think the original Elite ships do need a bit of a make over. It'd be nice to collect all the ships in one oxp to just replace the originals.
It'd be nice to collect all the ships in one oxp to just replace the originals.
Drools at the thought
Your ships are excellent, and I like the way your DW cobra gives off explosion flares when you laser it, at first you think it's died, but the blighter seems to have 9 lives.
Is this because you use subentities a lot? if it is they should be encouraged
The Grey Haired Commander has spoken!
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
Yes, I gave it a lot of subentities for exactly the effect you're describing. I like the idea of actually causing physical damage rather than just shield damage and then an explosion.
Oh and the size of the textures are recommended at 512x512 but there is no limit hard coded into the engine. I've put textures of 1024x1024 on my own models and they run fine, but anything I've uploaded I've kept to 512x512.
However, be advised that the game does not scale down textures to fit within hardware constraints. If you go above 1024x1024, textures will fail to load on older graphics cards. The game may be played on cards with lower limits.
would it be possible to have a high res version of the game - appropriately labeled etc so that people running low(er) spec machines can make an informed choice?
Nuke 'em 'til they glow; then shoot 'em in the dark!
would it be possible to have a high res version of the game - appropriately labeled etc so that people running low(er) spec machines can make an informed choice?