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[suggestion]better damage visuals |
-Shadowalker-™ Admiral Galactic Navy
Joined: September 23, 2007 Posts: 709 From: Shadows
| Posted: 2011-06-19 16:19  
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On 2011-06-19 13:01, SpaceAdmiral wrote:
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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 ]
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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.
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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  
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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.
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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.
_________________ ... in space, no one can hear you scream.....
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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.
_________________ Adapt or die.
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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  
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On 2011-06-19 19:14, Pantheon wrote:
The main issue is that we lack artists (mainly textures).
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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 ]
_________________ ... in space, no one can hear you scream.....
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Zero28 Grand Admiral
Joined: August 25, 2006 Posts: 591
| Posted: 2011-06-20 09:42  
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On 2011-06-19 21:08, Kenny_Naboo[+R] wrote:
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On 2011-06-19 19:14, Pantheon wrote:
The main issue is that we lack artists (mainly textures).
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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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+1
its something i always wanted to learn. but theres some many ways i don't know where to begin with
_________________ 19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"
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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.
_________________ ... in space, no one can hear you scream.....
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-Shadowalker-™ Admiral Galactic Navy
Joined: September 23, 2007 Posts: 709 From: Shadows
| Posted: 2011-06-23 01:09  
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On 2011-06-19 18:36, Kenny_Naboo[+R] wrote:
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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.
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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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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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