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Devilman's W.i.p Stuff


DEVILMAN

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@ BEEX :lol:

@ DEVILMAN - Looks good for detail, though I would suggest more grunge, especially on the alpha channel. The specular lighting is a little too uniform for my liking.

On a side-note, that looks very high poly for a 3p model, I hope it has some aggressive LOD optimization. Even Bad Company 2's 1P models had less smooth curves, and that was AFTER hardware tessellation!

Edited by UberWazuSoldier
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' date='12 July 2010 - 12:37 PM' timestamp='1278909421' post='99212']

but close to 15000 polies is putting a high load on the machine .

These so called poly guidelines were mentiond about 5 years ago,as a safe limit for performance issues,on the average PC 5 years ago

Computers are much more advanced nowadays,and can handle models with much,much higher polies

I can run a map,which loads 100 handweapons,all with poly counts between 5000 and 15000,(and a few above 15000),all settings on high,with 80 bots,with no perfmance issues at all

If you think 15 000 polies is too much,

Please allow me to introduce the CheyTac M200 Silenced Sniper Rifle,again with no performance issues at all

I "assume" the poly's number mentioned in mesh viewer is the same as the so called polies,in discussion

M200SILENCED1.jpg

M200SILENCED2.jpg

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15,000 for a 1P mesh would be absolutely fine for almost everyone (if not everyone) these days, If that was a 3P mesh I'ld be worried - assuming I cared enough.

Of course the real skill of a developer is making something fairly low poly look like its very high poly. Wouldn't fancy UV'ing 15,000 faces though, so good job on that.

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So you have tested with more than 1 million polys onscreen + 80 bots?!

My rather modern machine has big problems with 60 vehicles @ about 14k each (~840k polys) onscreen & NO bots , small Map, a few trees.

Cool weapons and good skinning though ;)

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Seventy five thousand polygons on that sniper rifle?! Make a low poly version and bake the high poly model onto it, you could cut it down to 5000 with barely any difference if it's done smartly. I get the feeling that your modeller does not have as much practice at creating game-ready models as he/she does with creating models for rendering. Really though, I try to keep to 2000-3000 polies as an absolute limit for a 1p mesh, 75 thousand is staggering :lol: . What you may or may not know is that on low graphics, they see the same 1p mesh as those on high graphics. That's a massive amount of extra work for graphics cards which struggle to play vanilla.

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The problem with Devilman is that he always feels attacked when someone comments on his work :P

As mod creators most of us want to play the game in network with a fair amount of vehicles, with or without smart bots and nice maps with trees and objects and still no lag. And most of the mods wish to enable this for a wide audience ;)

A 1P weapon with over 70000 polies would simply not fulfill that. As long as you're alone on a simple map all of this surely isn't a problem and you're free to exaggerate on polies.

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So you have tested with more than 1 million polys onscreen + 80 bots?!

No,because i cant get 80 bots to stand real close to each other and filling up the whole screen at once

My rather modern machine has big problems with 60 vehicles @ about 14k each (~840k polys) onscreen & NO bots , small Map, a few trees.

I will take a guess and say your referring to your interstate mod

Which you sent me a beta copy to do some HUD work for the mod

I (out of curiousity) ran your mod through the debugger,and saw many,many errors

please run your mod through the debugger,count the exact amount of errors up until 100% loading,and then post that number here

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I (out of curiousity) ran your mod through the debugger,and saw many,many errors

please run your mod through the debugger,count the exact amount of errors up until 100% loading,and then post that number here

Agreed 100% B) A serious mod should always do that before releasing it into the wild. XWW2 even patches the errors from vanilla so that my debugger launches maps without errors . By this i knew that any error popping up was my own fault ( or at least a problem in the mod )

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--> 26895 <--

This results in a up to 100MB (yes that huge) log file in our mod and this is simply because the debugger doesn't like how we coded the weapons...

We use a BF Heroes like system (Multiple .con files load 1 tweak using v_argX) and we want to KEEP it since it eases tweaking alot (unless someone comes up with a better idea :P )

The debugger complains about every single line of code (45 weapons * 9 con files * lines in tweaks)

If I'd revert to the normal system there would be a few warning error messages only + vanilla errors.

So if anyone knows a way to get rid of all the error messages, please tell me :)

edit:

@mschoeldgen

I got 122 errors running xww2 :P 50% vanilla but I guess they can't be fixed.

Edited by Cassio
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Don't look at Pirates then :o

I know. I once offered to look into it but never got an answer :P

I got 122 errors running xww2 :P 50% vanilla but I guess they can't be fixed.

Errors in the menu system can be fixed but i didn't bother with most of them. There shouldn't be any errors once map loading starts . If you still got errors when loading the map PM them to me, please.

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