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[FAQ
Forum Index » » Developer Feedback » » [suggestion]better damage visuals
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 Author [suggestion]better damage visuals
-Shadowalker-™
Admiral
Galactic Navy


Joined: September 23, 2007
Posts: 709
From: Shadows
Posted: 2011-06-19 16:19   
Quote:

On 2011-06-19 13:01, SpaceAdmiral wrote:
Quote:

On 2011-06-19 09:52, Kenny_Naboo[+R] wrote:

If the engine is that powerful, can we have models as detailed as this?

[img]http://www.infinity-game.com/bbs/data/attachment/album/201105/18/191746bdl5bs5lt5ssdz5z.jpg[/img ]



If we want to cater to only high-end comp users and if we scrap the whole projectile weapons system then proly yes. In other words: 2D EVE.




Not true, eve has awsome graphics that are low-end friendly, i can have eve graphics on medium and still get 20-30fps, long as there is no fighting going on.... and im asuming you know just how (insterwordhere) my computers are... and if your not just ask eledore, or jbud.
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-06-19 17:34   
We can make the effects as detailed as we want. The issue is we have to scale them down so that when you look at more than one ship, your system doesn't crawl to a halt. Having said that, all games have to do this to a degree.

The issue is that we have no artists on the development team. This is, above all else, the single issue that stops us creating better looking stuff.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-06-19 18:36   
Quote:

On 2011-06-19 17:34, Pantheon wrote:
We can make the effects as detailed as we want. The issue is we have to scale them down so that when you look at more than one ship, your system doesn't crawl to a halt. Having said that, all games have to do this to a degree.

The issue is that we have no artists on the development team. This is, above all else, the single issue that stops us creating better looking stuff.




I get what you're trying to say.

Isn't there a technique where developers swap the model details according to view distance?

Eg. You zoom in and the game switches your ship model to a hi-poly one, and all other objects in the background to low-poly ones. If you zoom out a bit more, it goes to a medium-poly; and to a low poly one the further out you go.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-06-19 19:04   
Yeah, that's all lod (level of detail) stuff, pretty standard in gaming development no matter what type of game it is.
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-06-19 19:14   
PolyChop works great for models. It does not, unfortunately, work too well for particle counts, which are the main source of shinies.

The main issue is that we lack artists (mainly textures).
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-06-19 21:08   
Quote:

On 2011-06-19 19:14, Pantheon wrote:

The main issue is that we lack artists (mainly textures).




You have modelers who can do textures. The problem is that most modelers choose to UV unwrap and map their textures onto their model's faces, which is not the way it works for DS, IIRC.

You could get help by actually writing an article or guide on how modelling and texturing is done for DS so that the community can step forward to help. And also, provide these people with the resources needed, like the existing textures and such. Only through a little testing and experimentation can they return the favor and create new textures for you guys.


[ This Message was edited by: Kenny_Naboo[+R] on 2011-06-19 21:26 ]
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Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2011-06-20 09:42   
Quote:

On 2011-06-19 21:08, Kenny_Naboo[+R] wrote:
Quote:

On 2011-06-19 19:14, Pantheon wrote:

The main issue is that we lack artists (mainly textures).




You have modelers who can do textures. The problem is that most modelers choose to UV unwrap and map their textures onto their model's faces, which is not the way it works for DS, IIRC.

You could get help by actually writing an article or guide on how modelling and texturing is done for DS so that the community can step forward to help. And also, provide these people with the resources needed, like the existing textures and such. Only through a little testing and experimentation can they return the favor and create new textures for you guys.


[ This Message was edited by: Kenny_Naboo[+R] on 2011-06-19 21:26 ]




+1
its something i always wanted to learn. but theres some many ways i don't know where to begin with
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-06-23 00:32   

Some high poly model examples. (Models for/from another game)
Imagine if DS ships had this much detail on them. It'll be a visual treat.



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-Shadowalker-™
Admiral
Galactic Navy


Joined: September 23, 2007
Posts: 709
From: Shadows
Posted: 2011-06-23 01:09   
Quote:

On 2011-06-19 18:36, Kenny_Naboo[+R] wrote:
Quote:

On 2011-06-19 17:34, Pantheon wrote:
We can make the effects as detailed as we want. The issue is we have to scale them down so that when you look at more than one ship, your system doesn't crawl to a halt. Having said that, all games have to do this to a degree.

The issue is that we have no artists on the development team. This is, above all else, the single issue that stops us creating better looking stuff.




I get what you're trying to say.

Isn't there a technique where developers swap the model details according to view distance?

Eg. You zoom in and the game switches your ship model to a hi-poly one, and all other objects in the background to low-poly ones. If you zoom out a bit more, it goes to a medium-poly; and to a low poly one the further out you go.




yeah, bfbc2 does that for everything, their models are incredibly detailed and you can have alot going on and still runs great, even on a console.


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