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Scar Gl Reskin W.i.p.

#1 User is offline   DEVILMAN Icon

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Posted 09 July 2010 - 01:02 PM

Scar GL Reskin W.I.P.


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#2 User is offline   BEEX Icon

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Posted 10 July 2010 - 11:06 PM

@ devilman...do you really need to start a new post every time you do something.
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#3 User is offline   UberWazuSoldier Icon

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Posted 11 July 2010 - 11:12 AM

@ 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!

This post has been edited by UberWazuSoldier: 11 July 2010 - 11:14 AM

Roflbox/Operation Dead Dawn Developer. (Ninjamod is taking a back seat for now)

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#4 User is offline   DEVILMAN Icon

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Posted 12 July 2010 - 02:14 AM

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#5 User is offline   mschoeldgen[Xww2] Icon

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Posted 12 July 2010 - 04:37 AM

Model looks nice - but close to 15000 polies is putting a high load on the machine . I like the specular settings, though.
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#6 User is offline   DEVILMAN Icon

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Posted 13 July 2010 - 05:02 AM

View Postmschoeldgen[Xww2], on 12 July 2010 - 12:37 PM, said:

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

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#7 User is offline   PiratePlunder Icon

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Posted 13 July 2010 - 03:32 PM

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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#8 User is offline   Cassio Icon

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Posted 13 July 2010 - 11:58 PM

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 ;)
Interstate Nitro Coder, Mapper, Modeller
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#9 User is offline   UberWazuSoldier Icon

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Posted 14 July 2010 - 01:37 AM

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.
Roflbox/Operation Dead Dawn Developer. (Ninjamod is taking a back seat for now)

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#10 User is offline   mschoeldgen[Xww2] Icon

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Posted 14 July 2010 - 04:13 AM

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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#11 User is offline   rhysm_08 Icon

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Posted 14 July 2010 - 11:41 AM

I hope you release the Intervention, it would make a nice sniper for my mod. I made one a while ago but it wasn't as good as that one. That one looks nice! If you bake a normal map (however you do that) it would be simply perfect!
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#12 User is offline   DEVILMAN Icon

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Posted 15 July 2010 - 07:31 AM

View PostCassio, on 14 July 2010 - 07:58 AM, said:

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

View PostCassio, on 14 July 2010 - 07:58 AM, said:

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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#13 User is offline   mschoeldgen[Xww2] Icon

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Posted 17 July 2010 - 05:37 AM

Quote

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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#14 User is offline   Bensta Icon

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Posted 17 July 2010 - 02:14 PM

Don't look at Pirates then :o
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#15 User is offline   Cassio Icon

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Posted 17 July 2010 - 03:35 PM

--> 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.

This post has been edited by Cassio: 17 July 2010 - 03:57 PM

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