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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

the texture problem is a truespace thing - no worries there

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Old Post 05-13-2002 05:46 AM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

I think it might be a good Idea to have the solar panels' "rims" be full 3d not just the texture, it looks like it would only add 10 polys per panel, and it doesn't look like that would make that much of a diference

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Old Post 05-13-2002 07:03 AM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

I think it might be a good Idea to have the solar panels' "rims" be full 3d not just the texture, it looks like it would only add 10 polys per panel, and it doesn't look like that would make that much of a diference

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Old Post 05-13-2002 07:03 AM
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185

You're possibly right there Bobboau. I know that Cpt White certainly agrees with you pushed for exactly that. Unfortunately when you multiply the extra polys by 2 sides per panel by 12 panels, it adds up.

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bsc Ian Andrews

"I have a lot of projects in the fire." - my mate Jules

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Old Post 05-13-2002 08:13 AM
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185

You're possibly right there Bobboau. I know that Cpt White certainly agrees with you pushed for exactly that. Unfortunately when you multiply the extra polys by 2 sides per panel by 12 panels, it adds up.

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bsc Ian Andrews

"I have a lot of projects in the fire." - my mate Jules

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Old Post 05-13-2002 08:13 AM
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

yup came to something like 160 polys i believe

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[url=http://www.b5mods.com]Great Wars - Homeworld[/url]

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Old Post 05-13-2002 04:51 PM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

Bah...nothing that a little bit of applied shading on the maps won't fix.........

I've found that - provided you spend a few minutes - you can make it really convincing.......i have a few ships where I'm sometimes fooled into thinking it has more detail than it does

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Old Post 05-13-2002 05:42 PM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

Bah...nothing that a little bit of applied shading on the maps won't fix.........

I've found that - provided you spend a few minutes - you can make it really convincing.......i have a few ships where I'm sometimes fooled into thinking it has more detail than it does

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Old Post 05-13-2002 05:42 PM
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

simply dont have the res to make it confincing aldo .....its already on a 1024 map.....

and thats not the point - to make it moreconvincingly 3d, the idea is to increase the resolution - ie a generic blue for inside and grey for outside - as it is its not getting much better i dont think


reply to post below

basically we disagree bob, we the team have agreed its not worth it and are happy with the result and 160 LESS polys for it

the b5 station is huge ppl - i cram as much detail as possible and optimise to the MAX, (not pepsi max type of max )

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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

[url=http://www.b5mods.com]Great Wars - Homeworld[/url]

Last edited by CptWhite on 05-13-2002 at 06:07 PM

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Old Post 05-13-2002 06:03 PM
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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

simply dont have the res to make it confincing aldo .....its already on a 1024 map.....

and thats not the point - to make it moreconvincingly 3d, the idea is to increase the resolution - ie a generic blue for inside and grey for outside - as it is its not getting much better i dont think


reply to post below

basically we disagree bob, we the team have agreed its not worth it and are happy with the result and 160 LESS polys for it

the b5 station is huge ppl - i cram as much detail as possible and optimise to the MAX, (not pepsi max type of max )

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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

[url=http://www.b5mods.com]Great Wars - Homeworld[/url]

Last edited by CptWhite on 05-13-2002 at 06:07 PM

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Old Post 05-13-2002 06:03 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

umm, actualy shading would make this worse
so it's 160 more polys,
how many polys does the thing have now?
if it's over 2500 then the diference will be minor

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Old Post 05-13-2002 06:03 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

umm, actualy shading would make this worse
so it's 160 more polys,
how many polys does the thing have now?
if it's over 2500 then the diference will be minor

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Old Post 05-13-2002 06:03 PM
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Sigma957
Babylon Project

Registered: Feb 2001
Location: South Australia,Australia,Sol
Posts: 1185

It may have flaws,it may not be fully textured yet but its still B5

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Old Post 05-14-2002 02:38 AM
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Eternal One
Babylon Project

Registered: Feb 2001
Location:
Posts: 397

quote:
Originally posted by Bobboau
umm, actualy shading would make this worse
so it's 160 more polys,
how many polys does the thing have now?
if it's over 2500 then the diference will be minor



Philosophy like that can be quite dangerous.

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Old Post 05-14-2002 08:34 AM
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Eternal One
Babylon Project

Registered: Feb 2001
Location:
Posts: 31

quote:
Originally posted by Bobboau
umm, actualy shading would make this worse
so it's 160 more polys,
how many polys does the thing have now?
if it's over 2500 then the diference will be minor



Philosophy like that can be quite dangerous.

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Old Post 05-14-2002 08:34 AM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

quote:
Originally posted by CptWhite
simply dont have the res to make it confincing aldo .....its already on a 1024 map.....

and thats not the point - to make it moreconvincingly 3d, the idea is to increase the resolution - ie a generic blue for inside and grey for outside - as it is its not getting much better i dont think



Hmm...dunno.... I've never had any probs with relatively tiny areas of (IMO) shading, even using few-pixel areas..... but it's your baby.

Edit - looking at http://freespace.volitionwatch.com/babylon/Screens_Misc/Screens_Cptwhite/b5ingame11.jpg , you could have a few spare pixels to work with..... dunno from that screen - quite dark on this Pc screen - but it looks all one colour.

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Last edited by aldo_14 on 05-14-2002 at 09:48 AM

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Old Post 05-14-2002 09:44 AM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

quote:
Originally posted by CptWhite
simply dont have the res to make it confincing aldo .....its already on a 1024 map.....

and thats not the point - to make it moreconvincingly 3d, the idea is to increase the resolution - ie a generic blue for inside and grey for outside - as it is its not getting much better i dont think



Hmm...dunno.... I've never had any probs with relatively tiny areas of (IMO) shading, even using few-pixel areas..... but it's your baby.

Edit - looking at http://freespace.volitionwatch.com/babylon/Screens_Misc/Screens_Cptwhite/b5ingame11.jpg , you could have a few spare pixels to work with..... dunno from that screen - quite dark on this Pc screen - but it looks all one colour.

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VBB Survivor - Mar 2001 to 12 April 2002 - 1107 posts

Hit it 'til it gives up....

[URL=http://www.3dap.com/hlp/hosted/reciprocity]RECIPROCITY[/URL] [URL=http://www.3dap.com/hlp/hosted/reciprocity/demo.html]The Luyten Incident[/URL]
[URL=http://www.3dap.com/hlp/hosted/reciprocity/casualtiesofwar/main.htm]Casualties of War[/URL]
ICQ: 119819902

Last edited by aldo_14 on 05-14-2002 at 09:48 AM

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Old Post 05-14-2002 09:44 AM
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Greco
Face

Registered: Oct 2001
Location: Massachusetts
Posts: 175

FPS counter

how did u get that FPS counter at the top?

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Old Post 05-18-2002 06:42 PM
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Black Sheep 2000
Sound Wannabe

Registered: Jan 2001
Location: Mönchengladbach, NRW, Germany
Posts: 2886

Source code

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Old Post 05-18-2002 06:44 PM
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darthwoo
Murdock

Registered: Apr 2001
Location: University Park
Posts: 268

I hope you don't mind more source code questions, but this one could be pertinent with all the nice ships and stations you guys are making. Now that you have the code, does that mean you can change that limit on ships in the tbl that you were worried about before?

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Old Post 05-18-2002 06:50 PM
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