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Design and Standardization for Models

Posted: Mon Oct 03, 2005 9:53 pm
by mkruer

Posted: Mon Oct 03, 2005 10:32 pm
by spiritplumber
:( but... i like the somewhat cartoony look *sniffle*


right now the best ships we have are the drayman, caernaven and talon, i think.

Posted: Mon Oct 03, 2005 11:54 pm
by BradMick
what you guys really need to do (and i'm not doing this to plug my project, i fucking hate that shit) is post some shots of the stuff for pioneer as the frame of reference. modeling wise, and texture wise, it is what folks should be aiming for. not a direct carbon copy, but that qaulity. good, solid, modeling and texturing.


edit:
and 1-2000 tris for a model is insanely low. the best estimate should be around 3-5000 tris.

and 1024x1024 for the typical texture map size as well.

Posted: Tue Oct 04, 2005 2:59 am
by spiritplumber
no argument with me... except for polygons -- if that's the case we will need LODs and we will need them to trigger based on how many ships there are on screen rather than distance. A battle with 50 ships in WCU is fairly common.

Posted: Tue Oct 04, 2005 3:15 am
by BradMick
no...you won't need LOD's. 3-5000k for a fighter is a-ok. for bigger ships, yeah, sure. you'll want them. but even then, it'll be a means of stripping off turrets, not replacing geometry. my overall rule of thumb, make the hull around 5k, and then the turrets (ALL of them combined) 5k. that way you get a max of 10k tris from two seperate object deals.

pretty simple really.

Posted: Tue Oct 04, 2005 3:58 pm
by klauss
Spirit:

1 ship onscreen = big ship (may take the whole screen)
50 ships onscreen = small (1/50th of the screen)

So, LOD is already (indirectly) being triggered by number of ships onscreen.

Anyway, VS can handle it. I was playing with 2000 ship scenes, and it went acceptable with all of them onscreen (2FPS... that would make 50 ships 80FPS). And those were VS models, of the good ones: high poly.

Posted: Tue Oct 04, 2005 4:07 pm
by spiritplumber
WOW O_O;


Are we still doing the battle of earth? I have a Hakaga, Vatari and two types of CVE ready to be put in VS -- I just never did coz I was busy molesting the engine. :)

Posted: Wed Mar 22, 2006 12:34 am
by Privateer Ferrius
Every time you increase the number of polys on a model, you exponentially increase the amount of polys on screen. Just an increase of 1000 polys on each and every model is likely to require a higher graphics card/processor speed class.

Personally, I think the ships look damn beautiful as they are. Anything added on to the Drayman and Tarsus especially would be wasted processing power for minimal details.

Posted: Sun Jan 07, 2007 7:47 am
by scheherazade
i believe quake 3 had models in the 1-3k triangle range
(player plugin models had more)

total polycounts in a single quake 3 scene, including environment, were around 250'000 tris.

it's been a while since 1999. (8 years actually)
we can move along polycount wise.

given that a space sim has no environmental polygons to suck up graphics power, you really really have a lot of head room.

5k per model is safe. VERY safe.

-scheherazade