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No offense icefire but; bull.
A shield is not treated as a sub object. Btw does limits are setup by the conversion program(s), and not the game. But PCS do not have does limits such as max shield polygon count <= 800 as in the early cobtopof program, and =< 1600 for modelview.
Again No offense meant, but you have misguided me before with your incorrect statements. Plz do check it out by trial and error, before you make such statements, without actually knowing if it what you are writing is correct. 
If you wonder when you misguided me was when you stated that a model would have to be closed. Sure it is long ago but I still recall it.
A simple Sphere that has 1000 polygons around a simple cube was all you needed in order to see if you where wrong.
Never assume for a minute what other people say are 100% correct.
But this is,
Since, I have it working in Freespace 2.
/bragging
Furthermore, I even got a shield of 6003 polygons into the game, but it proved unstable, the game crashed after a while, properly when a stream / laser hit a bad area on the shield.
I must have a breached my bubble somewhere, a flipped normal, or even a hole in the shield.
But regarding the 2800+ poly shield
There is no slowdown or dragging, and it is effective against anything than beam fire and collisions. And it is so tight to the hull that you have to be Right up against the hull( collision range) in order to be under it And the turrets are shielded too. A pleasant surprise was that Rotating turrets are shielded even when they rotate outside the bubble, there are no Dmg effect or shield effect, or damage done to the turret when the shield is there.
pics, sure, note these are in the early development stages.
http://home19.inet.tele.dk/dtp/images/fastone.html
There are more pics in the Lucifer shield Thread on the HLP under Freespace modding. But that forum is offline ("internal server error") right now.
/end bragging
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No offense icefire but; bull.
A shield is not treated as a sub object. Btw does limits are setup by the conversion program(s), and not the game. But PCS do not have does limits such as max shield polygon count <= 800 as in the early cobtopof program, and =< 1600 for modelview.
Again No offense meant, but you have misguided me before with your incorrect statements. Plz do check it out by trial and error, before you make such statements, without actually knowing if it what you are writing is correct. 
If you wonder when you misguided me was when you stated that a model would have to be closed. Sure it is long ago but I still recall it.
A simple Sphere that has 1000 polygons around a simple cube was all you needed in order to see if you where wrong.
Never assume for a minute what other people say are 100% correct.
But this is,
Since, I have it working in Freespace 2.
/bragging
Furthermore, I even got a shield of 6003 polygons into the game, but it proved unstable, the game crashed after a while, properly when a stream / laser hit a bad area on the shield.
I must have a breached my bubble somewhere, a flipped normal, or even a hole in the shield.
But regarding the 2800+ poly shield
There is no slowdown or dragging, and it is effective against anything than beam fire and collisions. And it is so tight to the hull that you have to be Right up against the hull( collision range) in order to be under it And the turrets are shielded too. A pleasant surprise was that Rotating turrets are shielded even when they rotate outside the bubble, there are no Dmg effect or shield effect, or damage done to the turret when the shield is there.
pics, sure, note these are in the early development stages.
http://home19.inet.tele.dk/dtp/images/fastone.html
There are more pics in the Lucifer shield Thread on the HLP under Freespace modding. But that forum is offline ("internal server error") right now.
/end bragging
__________________
Think Big
Invade Space
---------
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http://www.3dap.com/hlp/hosted/fsport/
quote:
Again No offense meant, but you have misguided me before with your incorrect statements. Plz do check it out by trial and error, before you make such statements, without actually knowing if it what you are writing is correct.
If you wonder when you misguided me was when you stated that a model would have to be closed. Sure it is long ago but I still recall it.
A simple Sphere that has 1000 polygons around a simple cube was all you needed in order to see if you where wrong.
Never assume for a minute what other people say are 100% correct.
__________________
- The Babylon Project Team
quote:
Again No offense meant, but you have misguided me before with your incorrect statements. Plz do check it out by trial and error, before you make such statements, without actually knowing if it what you are writing is correct.
If you wonder when you misguided me was when you stated that a model would have to be closed. Sure it is long ago but I still recall it.
A simple Sphere that has 1000 polygons around a simple cube was all you needed in order to see if you where wrong.
Never assume for a minute what other people say are 100% correct.
__________________
- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]
That’s ok Icefire,
This is rumor control.
--------------------------
Rumor:
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Thats ok Icefire,
This is rumor control.
--------------------------
Rumor:
__________________
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quote:
Originally posted by DTP
That’s ok Icefire,
This is rumor control.
--------------------------
Rumor:Non-closed meshes are bad
Fact :no volition used non closed meshed them self, just try and Convert the Lucifer or a Loki from fs2. Now play around a bit at the Vertexes and move them, and you will find that the models are in fact not closed, but they just look like it.
Rumor:shields on cap ships are a head ache for FREESPACE 2
Fact:no, a 2800+ shield where successfully stress-tested on the Lucifer while in an hour long no beam attack by 30 fighters / bombers and 3 destroyers and 1 juggernaut. The shield lit up like a Christmas tree. Average FPS was at 55.
----------------
You see Icefire as many ppl count your experience as fact since you have been around in the community for so long( a little longer than me) you in-ad verdantly are spreading rumors that are wrong.
With your “position†comes responsibility, so think twice about what you stating when you are un-sure of what you think is correct.
quote:
Originally posted by DTP
Thats ok Icefire,
This is rumor control.
--------------------------
Rumor:Non-closed meshes are bad
Fact :no volition used non closed meshed them self, just try and Convert the Lucifer or a Loki from fs2. Now play around a bit at the Vertexes and move them, and you will find that the models are in fact not closed, but they just look like it.
Rumor:shields on cap ships are a head ache for FREESPACE 2
Fact:no, a 2800+ shield where successfully stress-tested on the Lucifer while in an hour long no beam attack by 30 fighters / bombers and 3 destroyers and 1 juggernaut. The shield lit up like a Christmas tree. Average FPS was at 55.
----------------
You see Icefire as many ppl count your experience as fact since you have been around in the community for so long( a little longer than me) you in-ad verdantly are spreading rumors that are wrong.
With your position comes responsibility, so think twice about what you stating when you are un-sure of what you think is correct.
detail *****
system Tbird 800mhz
GFX GF2 mmx 400
__________________
Think Big
Invade Space
---------
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http://www.3dap.com/hlp/hosted/fsport/
detail *****
system Tbird 800mhz
GFX GF2 mmx 400
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Think Big
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Okay, the point is, shields are pretty, but yes, it is possible to overload your system.
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Okay, the point is, shields are pretty, but yes, it is possible to overload your system.
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quote:well, thats quite a bit more than most of us, i personally have a 550mhz AMD and a 16bit 3d accelerator, running off of 128megs of ram. I couldnt survive 2800 polys of shields being lit up like that. IceFire has a point: there are limits for reasons, while im sure some people can support a game using CGI quality models in a running battle, the fact is that most people's PCs can't, and thats why we use models with lower polys even when we can adjust the engine limits. Some limits can be done away with, but some have very practical reasons even today.
Originally posted by DTP
detail *****
system Tbird 800mhz
GFX GF2 mmx 400
__________________
[url="http://www.3dap.com/hlp/hosted/the158th/"]158th Banshee Squadron[/url]
quote:well, thats quite a bit more than most of us, i personally have a 550mhz AMD and a 16bit 3d accelerator, running off of 128megs of ram. I couldnt survive 2800 polys of shields being lit up like that. IceFire has a point: there are limits for reasons, while im sure some people can support a game using CGI quality models in a running battle, the fact is that most people's PCs can't, and thats why we use models with lower polys even when we can adjust the engine limits. Some limits can be done away with, but some have very practical reasons even today.
Originally posted by DTP
detail *****
system Tbird 800mhz
GFX GF2 mmx 400
__________________
[url="http://www.3dap.com/hlp/hosted/the158th/"]158th Banshee Squadron[/url]
I was actually thinking of getting someone with low end systems to test the shield.
But i have recently tested this on an AMD-k6/3 400 mhz with Voodoo 2 GFX 128 MB (100 mhz) sdram.
The mission where the same as above
Lucifer without shields average fps 25-26.
Lucifer with shields average fps 24-26.
You can always overload a system, just be putting in many ships. I stress tested the Shields, I did not test if a mission with 5 caps ships and 30 fighter / bombers would have an acceptable frame rate.
There is simply no Overloading-taking place. Again there never was any kind of limit in the game regarding the shields.
The limits where imposed on us by those who created the converters like the early CobTopof and cobtopof2.
So my results show that there is no reason for not putting conformed shields on capital ships.
This is one of does "prejudices" that has to be eliminated,
just as "you have to close the mesh".
__________________
Think Big
Invade Space
---------
Staff modeller on FS1 port
http://www.3dap.com/hlp/hosted/fsport/
I was actually thinking of getting someone with low end systems to test the shield.
But i have recently tested this on an AMD-k6/3 400 mhz with Voodoo 2 GFX 128 MB (100 mhz) sdram.
The mission where the same as above
Lucifer without shields average fps 25-26.
Lucifer with shields average fps 24-26.
You can always overload a system, just be putting in many ships. I stress tested the Shields, I did not test if a mission with 5 caps ships and 30 fighter / bombers would have an acceptable frame rate.
There is simply no Overloading-taking place. Again there never was any kind of limit in the game regarding the shields.
The limits where imposed on us by those who created the converters like the early CobTopof and cobtopof2.
So my results show that there is no reason for not putting conformed shields on capital ships.
This is one of does "prejudices" that has to be eliminated,
just as "you have to close the mesh".
__________________
Think Big
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---------
Staff modeller on FS1 port
http://www.3dap.com/hlp/hosted/fsport/
DTP, sounds like your on a crusade or something.
__________________
- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]
DTP, sounds like your on a crusade or something.
__________________
- The Babylon Project Team
true, a crusade for captialship shields - so the poor caps don't get shot by Maxims anymore 
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Keeper of [url=http://165thbdhr.com/]BDHR's[/url] Holy Grail of Beer
All valid FS2 multiplayer [url=http://165thbdhr.com/html/fs2m.asp]missions[/url] for PXO
true, a crusade for captialship shields - so the poor caps don't get shot by Maxims anymore 
__________________
Work is the curse of the drinking class
Keeper of [url=http://165thbdhr.com/]BDHR's[/url] Holy Grail of Beer
All valid FS2 multiplayer [url=http://165thbdhr.com/html/fs2m.asp]missions[/url] for PXO
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