do you want to play only with a new bodies? why you don't want to play in trunk version?Black NEXUS wrote:You idea is to use teamcolors in all features, so in bodys too? Or why you are now so bad?
Models by MaNGusT (AR)
Re: models by MaNGusT
- Black NEXUS
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Re: models by MaNGusT
My Hardware on my Laptop don't support OpenGL 2.1+
On my PC, it is much time to load, 5 min. for one sk to load and the laggs, no way!
On my PC, it is much time to load, 5 min. for one sk to load and the laggs, no way!
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Re: models by MaNGusT
You're not alone with those problems, even I won't be able to play the mod because my PC is crappy too. But it's a necessary thing.Black NEXUS wrote:My Hardware on my Laptop don't support OpenGL 2.1+
On my PC, it is much time to load, 5 min. for one sk to load and the laggs, no way!
Re: models by MaNGusT
Guys, you need to upgrade your PCs.Olrox wrote:You're not alone with those problems, even I won't be able to play the mod because my PC is crappy too. But it's a necessary thing.Black NEXUS wrote:My Hardware on my Laptop don't support OpenGL 2.1+
On my PC, it is much time to load, 5 min. for one sk to load and the laggs, no way!
Olrox, your video card is 7 years old and all other hardware too, I think. It's a good time to buy a new PC.
Re: models by MaNGusT
Mine isn't anything much newer, but all mods run great!MaNGusT wrote:Guys, you need to upgrade your PCs.
Olrox, your video card is 7 years old and all other hardware too, I think. It's a good time to buy a new PC.
It is all about matinainance...
Re: models by MaNGusT
This is correct.Olrox wrote:No, Teamcolor is already concentrated in the propulsion and turret: Bodies have their own characteristic colors, so we aren't planning to add teamcolored parts to them.
Re: models by MaNGusT
Model uploaded by yahodahan and fixed by me. Now It has 262 faces without visual degradation(original model has 344).
Re: models by MaNGusT
Gor-ge-ous!
Re: models by MaNGusT
Omg, that's way too much! Especially for a wall model!
And there's the glitch of the positioning of the "fins": they are only present in one side.
But, if they worked alright, and weren't too high-poly for warzone, they'd be fine I think
And there's the glitch of the positioning of the "fins": they are only present in one side.
But, if they worked alright, and weren't too high-poly for warzone, they'd be fine I think
- lav_coyote25
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Re: models by MaNGusT
they look excellent - and fins on one side - is the way its supposed to be. looks great.
Re: models by MaNGusT
Yeah, I know they're supposed to be on only one side. "Glitch" is, how will the engine tell the walls to be placed rotated to the right side?lav_coyote25 wrote:they look excellent - and fins on one side - is the way its supposed to be. looks great.
It happened even on this screenshot:
- lav_coyote25
- Professional
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- Joined: 08 Aug 2006, 23:18
Re: models by MaNGusT
interesting! i did not notice that... i will blame that on my old tired eyes. xD
Re: models by MaNGusT
yes, it's the main problem.Olrox wrote:"Glitch" is, how will the engine tell the walls to be placed rotated to the right side?
Did you mean that it has too much faces? => viewtopic.php?f=33&t=4530&start=0#p45406Olrox wrote:Omg, that's way too much! Especially for a wall model!
Re: models by MaNGusT
Yeah, I was there - sorry I didn't say that back there. But I really think that walls should have barely the same poly count as bodies, as they're going to be repeated a lot.MaNGusT wrote:Did you mean that it has too much faces? => viewtopic.php?f=33&t=4530&start=0#p45406
Hmm, but I can't imagine a way to solve the "sides" problem unless the devs make it possible to rotate structures, and write a code that makes walls be always alligned. Or if the model is made symmetrical.
Re: models by MaNGusT
I think even if we made it possible to rotate buildings manually, you wouldn't want to do that manually for changing between inside and outside versions of walls. If there is some kind of heuristic we can run to determine which side is 'in' and which is 'out', we can add that, but I am not sure there is any that will always work.Olrox wrote:Hmm, but I can't imagine a way to solve the "sides" problem unless the devs make it possible to rotate structures, and write a code that makes walls be always alligned. Or if the model is made symmetrical.