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Quickie new ship questions.

Posted: Sun Apr 05, 2009 6:36 am
by Killer Wolf
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!

Posted: Wed Apr 08, 2009 5:02 pm
by Killer Wolf
:-|

Posted: Wed Apr 08, 2009 6:07 pm
by Thargoid
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 :mrgreen: ).

Posted: Wed Apr 08, 2009 6:52 pm
by Killer Wolf
thanks Thargoid :-)

Exhumation

Posted: Wed Jun 02, 2010 6:23 am
by Killer Wolf
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

Posted: Wed Jun 02, 2010 8:20 am
by ADCK
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.)

Posted: Wed Jun 02, 2010 5:28 pm
by JensAyton
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.
That’s 34 MiB of texture data right there. 3000 triangles are largely irrelevant performance-wise compared to that.

(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.)

Posted: Thu Jun 03, 2010 7:27 am
by Killer Wolf
being dense, can i ask why a ship needs two of every texture? i thought someone said somewhere that Oolite ships could only have one anyways, i'm sure i asked donkeys ago about that.

Posted: Thu Jun 03, 2010 1:29 pm
by JensAyton
Killer Wolf wrote:
i thought someone said somewhere that Oolite ships could only have one anyways
If so, they were wrong. For instance, the current Coriolis has two textures, but the original had six.