Privateer: Tarsus

Discuss the Wing Commander Series and find the latest information on the Wing Commander Universe privateer mod as well as the standalone mod Wasteland Incident project.
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BradMick
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Privateer: Tarsus

Post by BradMick »

Hello all, figured i'd share this with you all. I'm getting ready to start on the Galaxy next. If you like it and want it, lemme know.

Brad Mick
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Post by hellcatv »

we'd love such a thing

any chance you could texture it and make it look more metallish
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mkruer
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Post by mkruer »

Well at least its not another remake of a WC1 model. :lol:
I know you believe you understand what you think I said.
But I am not sure you realize that what you heard is not what I meant.

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Wing Commander: The Wasteland Incident
BradMick
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Post by BradMick »

yep yep, i'll get to texturing later.

eventually i'll model all the old wc 1 and 2 ships at this standard too, but...thats later down the road.

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Post by peteyg »

Are there going to be low and high poly versions? That one looks a bit high for general usage.
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Post by BradMick »

it's low poly ready for use in game. after many MANY long discussions with many dozens of people, you can pretty much have a model that is 25,000 polies in game and running just fine. Through careful LOD work, thats what makes that possible. 10,000 seems to be what the new standard will be here shortly. As the in game characters for Half Life 2 are reported to be about 10,000 some odd polies, anything under that is just fine. Higher end/modern whatever graphics cards will be able to handle these no sweat. Also, i believe the game Freelancer's models have an 8000 poly limit. So, as far as polies go. It's a-ok.

Brad Mick
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Post by peteyg »

I would strongly suggest having a level of detail that is in the hunderds of polys. Thousands and thousands is fine for a few up close, but a lot of far away ships will cause the game to chug unnecessarily. With a small LOD, the game won't chug when there's lots of far away ships, and there will be no noticeable loss of detail.

That shouldn't be too hard to manage though, especially since there doesn't need to be hardly any model or texture details.

10,000 polys is NOT a low poly model. It may be manageable for some hardware... but it definately isn't low.
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Post by charlieg »

I think you guys are arguing over something on which you agree.

From what BradMick has posted, I thought he was saying that the high poly count doesn't matter because LODs take care of performance issues... and peteyg is calling for low poly LODs! "It's emits no white light!" "No, it's not, it's black!"
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Post by peteyg »

...

good call. My bad. : )
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Post by BradMick »

heh heh, exactly :)

LOD's do factor into it. I just, well...haven't done that yet.

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Post by scheherazade »

Brad << send finished meshes to me and i'll map it, and i'll generate 5 LOD's for it.

weather or not you want me to make the materials for the maps is up to you... i can do that too if you'd like.

scheherazade <at> strategyplanet <dot> com

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Post by scheherazade »

oh, and one more thing... if you wanna talk about models/modelling for WC:universe specifically, contact me at:

4189579 (icq)
scheherazade0xF (aim)

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Post by peteyg »

textured the Tarsus here this morning. Just a quick job (like the Galaxy), but I took some extra time to make a cockpit interior.

Image
http://students.washington.edu/peteyg/b ... arsus1.jpg

Image
http://www.wcnews.com/loaf/cockpits/tarsus-rear.gif
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Post by hurleybird »

Oh cool, an interior!

nice...
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Post by fizze »

wow... feels like home already :)
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Post by scheherazade »

yah about those models...

i haven't done any lod's or anything like i was supposed to...

my computer blew up...

making a new one this thursday.

-scheherazade
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Post by hellcatv »

cool good luck

it would be great to see that finished stiletto in game
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