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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
I had been curious as to why none of those Lightwave models were being converted when there were sites out there that had all the models the MOD staff is working on completed. But then I took a look at those screenshots and realized that on the round sections on those ships (like the Omega's rotating section) there weren't any polygons at all because they were completely smooth! I figured that if one of those were to be put into FS2 the framerate would be somewhere in the negatives...
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04-05-2001 08:47 PM |
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LAMBO
Murdock
Registered: Mar 2001
Location:
Posts: 194 |
to post images just post the url of the image with [img] in front of the url, and [/img] behind the url.
[This message has been edited by LAMBO (edited 04-05-2001).]
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04-05-2001 11:10 PM |
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Eternal One
Babylon Project

Registered: Feb 2001
Location:
Posts: 397 |
There's no point in trying to decrease polygons of highres model to be shown inside the game, you'll never make it good enough.
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04-06-2001 07:02 AM |
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218 |
I've benn tweaking the spusa sentri model (but I have 2 others) and managed to reduce polys down to 1300 and it looks great!!! all I need now is to scale it correctly convert the textures to PCX format place weapons ports,write table entry and Of I goooooo! yeah I know 1300 polys is still too much, but what the heck with my T-bird 1200 I can give that luxury and I doubt that the final sentri will look nearly as good as the one I got. The frazi is goin to take a little further since I still got to see if I can reduce the polys further (4000) but I have one that has 400 but does not look as good as the spusa model.
I have quite a few capships in game but they desperatly need turrets, hope to find out how to do that soon. Note that all my ships lack LODS's on them, almost all have only one LOD and I use them untill the MOD comes out. Ill try to post some pics as soon I have my T-bird fully operational.
Ah one more thing... this is to slasher, if you dont take those polys SERIOUSLY douwn you'll never be able to even use cob2fs2.exe to convert it to pof if you have a 3d editor compatible with the various mesh formats youll notice that some of those almost smooth(many polys) areas are in fact seperate subobjets, you can remove them if that doesnt make the inner parts shown. all those small subobjects can be removed and save quite a few polys thats how I simplefied the sentry.
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04-06-2001 04:39 PM |
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Jabu
Hannibal
Registered: Nov 2000
Location: Finland
Posts: 553 |
How many subobjects? And how many polys does the biggest subobject have?
Anything over about 800 or 900 probably won't work well in FS2. Otherwise, keep going 
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04-06-2001 11:13 PM |
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218 |
Unfortunatly the sentri spusa model doesnt like SEGELTUCH tool, it loads but refuses to save the POF file after I have made the necessary adjustments. Looks like I have to use one of my lower polys sentri models I have. This morning I had it half textured, also I'm sertain that this one works because I have used it in the game already.
I also put the g´quan, the frazi and vorchan in the same mission.
As soon I finish the sentri I'll go to the vorchan and make it fire its gun.
unfortunatly my new T-bird 1200 died sudenly yesterday with a big bang, the power source blew up also damaging the processor due to the current peak probably. so I wont be able to play FS2 at full detail for a few more days I have to survive a little longer with my celery 400 untill my vendor gets me a new T-bird.
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04-07-2001 07:14 PM |
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218 |
Hey wow I found drakh models with just 2000 polys for the fighter and criser!
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04-08-2001 07:25 PM |
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Kurare
Murdock
Registered: Feb 2001
Location: Finland, beyond the Rim
Posts: 164 |
A cruiser, U mean ? And are they usable? (I'm asking for them who handle that stuff).
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04-08-2001 07:36 PM |
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Kazan
Babylon Project

Registered: Aug 2000
Location: Cedar Rapids, Iowa, United States
Posts: 1016 |
2K polys for a fighter... OUCH
------------------
FreeSpace 2: The Babylon Project Effects Nerd and programmer
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04-09-2001 12:39 AM |
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913 |
Arf 2000, get it to 400 then we MAY be interested 
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04-09-2001 10:42 AM |
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218 |
2106 for the fighter and 4000 for the cruiser (oops my mistake) but remenber the drakh fighters are huge, about 100m long so its not that HIGH poly count... but hell I dont understand this... : i got good meshes (not just the drakh) but when I try to convert, the subobject list is Recuded to 2 or 3 items instead of the 15 or more subobjects when I view them in 3d exploration with LWO format!!
how can I maintail ALL the subobjects listed in hirarky when I convert LWO format to COB format? can anyone help me into this?
I have quite a few meshes now ranging from 400 to 86000 polys ( I know Iknow above 10000 is nonsence) but I have only managed to convert a few like The narn frazi sentri and the vorchan.
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04-09-2001 07:43 PM |
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218 |
due to the problems above mentioned the drakh models are being loaded to FS2 but have such strange issues the are practicaly unusable... untill i find a way to go arround the problem. I know the drakh models are usable 2100 and 4000polys are not beyond FS2 cababilitis some of the 'native' capships have higher poly counts!
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04-09-2001 07:49 PM |
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tomcat
Bad Mother <BEEP>

Registered: Feb 2001
Location: Transylvania, ROMANIA
Posts: 1040 |
Now that is crazy...
haderak did ever tried to use the model from Buda5..r low poly u could make it.. 
BTW our Sentiri has under 400 polygons 
and Santieri had maked very good drakh model ..low poly..only needt o be converted ) cruise 100 fighter460
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04-09-2001 09:47 PM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
Is it at all possible to use the textures/artwork off of Lightwave models for your purposes or are they too big/highres/hardware intensive?
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04-09-2001 11:55 PM |
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haderak
Babylon Project

Registered: Feb 2001
Location: Lisbon, Portugal
Posts: 1218 |
buda5 hein? I'll give it a try thanks tomcat
Even if it is crazy I'll do it anyway, it is educational besides I'm not playing with the whole deck anyway! 
Last night I fell asleep thinking about the problem I'm having, and came up with the theory that I have to remove some of the faces atributes like shining and colour that are aplyed to give its textures more efects than their selves are capable of displaying. Perhaps FS2 doenst have any code to read these extra properties and refuses to process them thus the strange issues I got (hopefuly).
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04-10-2001 06:51 PM |
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