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Posted by IceFire on 11-13-2001 07:15 PM:

quote:
I can almost hear Icefire saying:

Did you see it in FS2?

hehe.

Well I don't know about you but I saw a whole bunch of polygons in FreeSpace 2

I see how a landscape could be done but there are difficulties. The problem lies with the way that the engine renders things and the difficultly in setting up such a construct.

Anyone remember WC3 and WC4? They did planetary landscapes there. WC3's was an untextured landscape that had a fairly short visible distance. WC4 went to textures but that killed most machines at the time.

You've also got the 750 (or so) poly subobject limit in FS2. So building a landscape could get difficult. There is no fogging distance (and the nebula pof overdoes the effect) and framerates will likely be bad.

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Posted by Alphakiller on 11-13-2001 08:18 PM:

Flamebait: Pfffffffffff. Athlon T-bird 0wnz j00r P4.

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Posted by tomcat on 11-13-2001 09:43 PM:

Corection Alphakiller ...
Tbird 1.4 GHZ Kicks P4 1.8GHz in almost every test


Second...I have a porject withc will have an asteroid surface base

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Posted by Xaphod_x on 11-13-2001 11:59 PM:

A full-detail full-scale death star in the FS2 engine with all the buildings as subobjects would make even supercomputers run away and hide.

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