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-- Armageddon DN needs help (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=4753)
Relatively.....
thats the point. I have done what I can do ( I think )
So if anyone wants to work with the model tell me.
BTW has anyone a good page where I can lookup the things about the ship.tbl and converting models?
Got an other model that I have tryed to convert but it doesnt realy worked. I can see right through it and it has a part that streches into the endless space.
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The main enemy of creativity is...
good taste!
Nothing special only that I have found out that I use to much guns on my ship.
The main hull itself has only 1319 Polys. Thats high but ok.... I think. (Nova model has 1264)
So I will/must reduce the polys on the guns, reduce the number of the guns or do both.
So what is the highest polycount freespace can handle ?
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The main enemy of creativity is...
good taste!
There's no fixed limit that I'm aware of but excessive polys quickly add up and slow systems down. Even 5,000 on screen in total (including fighters) can cause significant slowdown on many systems.
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When the final reckoning comes only the damned will be there to see it.
Nova has just over 1200 with turrets. You have a limit of 750 per object I believe it is (I'm not a modeler
).
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- IceFire
Volition Watch Project Manager
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Split it into two subobjects if your worried that could work.
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See the Shivan Kill the Shivan

if the pic is not shown
http://www.geocities.com/gevatter_lars/Ships1.html
Small update
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The main enemy of creativity is...
good taste!
A trick I've learned about direct-from-Geocities linking is rename your .jpg or .png a .x (e.g. image.jpg becomes image.x) and link it that way. Sometimes it works.
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[url="http://www.dopefish.com"]swim...swim...hungry...[/url]
[url=http://dynamic.gamespy.com/~freespace/forums/attachment.php?s=&postid=80987]Klick here and you should come to the newest pic of the Arm DN[/url]
Tell me what you thing about the changes.
What is hard to see on this pic is the I have now some rear defance in form of small Rocketlunchers. 2 on the top and 2 on the buttom.
The Polycount is still to high and at the moment I see no way to reduce it more. So I will rest the projekt for a while. Normaly that helps, don't ask why, but after some time I get an idea how to make things better.
and remember tell me your oppinions.
__________________
The main enemy of creativity is...
good taste!
Hmm.. I don't like the plot.. I'd rather it be a more mainstream EA ship.. I mean the Warlock is their advanced destroyer, so I figured the Armageddon looks like it could take the part of the new Omega or Nova.. also, I'd either remove the text from the image or correct the grammar errors.. an hyperspace failfunction?
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Forgive my stupidity.
---
The Fish Institution
http://www.fishinstitution.com
I am so sorry about the grammar errors, it was quite late that night/morning. (Does a day have 24 or 36 hours?)
About the story, well just an idea, nothing is set at the moment.
But what is more interesting for me is do you like the designe of the engine part?
So please don't look at the text, only the model is importend
.
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The main enemy of creativity is...
good taste!
Has no one something to say about the "new" designe? I mean dont look at the text, just the model. Is there anything?
__________________
The main enemy of creativity is...
good taste!
I like the engines, and the fact that you've fixed the minor problems the design had.
__________________
Forgive my stupidity.
---
The Fish Institution
http://www.fishinstitution.com
I like the way gevatter lars keeps bumping this thread every few days 
But seriously the engines look OK (not great, not terrible). I think the main problem is that the cowling looks way too flimsy and bolted on. Make the engine section more solid and it should look great. Also, I know that you've had problems with the poly count but it needs more guns, probably light phalanx pod weapons (like on the Omega Destroyer) to retain the feel you had before.
Hope this helps 
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When the final reckoning comes only the damned will be there to see it.
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