i would say
1. without sphere, without the 4 "arms"
2. with sphere (synaptic-link)
3. with the 4 arms (dedicated synaptic-link)
what do you think?


1. Sounds Good, so it would be a square, with a cut out corner.elio wrote:thanks![]()
i would say
1. without sphere, without the 4 "arms"
2. with sphere (synaptic-link)
3. with the 4 arms (dedicated synaptic-link)
what do you think?

em.. i don't know what you've changed except my words..craigengbrecht wrote: 1. Sounds Good, so it would be a square, with a cut out corner.
2. Square with the new Sphere.
3. All connected peices.
Curious, as it was originaly a single upgrade setup, how hard is it to change to a 3 layer set?


i intend to write a content creationing tutorial soonMysteryem wrote:Where do you get/make those textures?!
Other than that it looks very good, the modules are a great idea aswell.


Well, if you want the dedicated research facility to be something you have to build the upgrade for, it shouldn't be too hard. You'd have to take a different approach than the factory, since the two modules will have different prereqs. I'd probably require a bit of rewriting, but I'm sure Buggy would be able to do it in minutes.elio wrote:"Curious, as it was originaly a single upgrade setup, how hard is it to change to a 3 layer set?"
that's not my area, zarel surely will tell us when he pops in

That would be awesome, I guess I didnt think about it hard enough.Zarel wrote:Well, if you want the dedicated research facility to be something you have to build the upgrade for, it shouldn't be too hard. You'd have to take a different approach than the factory, since the two modules will have different prereqs. I'd probably require a bit of rewriting, but I'm sure Buggy would be able to do it in minutes.

here is the uncompleted information text: Artwork respectively Creating3DContentelio wrote:i intend to write a content creationing tutorial soon

Looks like a good start into an area of this project (new content) previously offering very few clues or answers to those not coming in with prior knowledge of these arts.elio wrote:here is the uncompleted information text: Artwork respectively Creating3DContent

do you also have some suggestions?Deus Siddis wrote: 1) Your recommended triangle counts for vehicle modules are the same as (in fact, lower than in a number of cases) those of the legacy models for them that originally shipped with warzone back over a decade ago! Not only is that forever in the world of computers, but it defeats the purpose of making new models in the first place.
hehe, you know, scaling down is always possible.Also, your polycounts and texture resolutions seem like they are out of balance, your main structures (which have a build limit of about 5) are about only 500 vertices and yet use 1024x1024 textures.
thanks, i'll try itDeus Siddis wrote: 2) You description of creating things in blender skips over the easy process of ambient occlusion backing for the textures. I think this self-shadowing would be very effective if used on your own buildings as well, I have attached a quick and rough bake of your research facility as an example for you to experiment with (like, put it atop your latest version research facility texture on a higher layer and save flattened as PNG, then apply it to the model and render it or try it in-game). Note that I didn't bake it with a floor plane, though that might be a good idea since being a structure, it will always be in contact with the ground.

Well you calculated 160 faces per vehicle, which is a good about-average estimate for what we see with the current models which are about 11 years old. But let's reduce that timespan by a couple years down to 9 years since alot of folks on this forum seem to have nightmares of their decade new wonder machines (capable of running minesweeper at 60 fps, talk about a benchmark), being eaten alive by a beautifully realistically modeled, high poly shark, slowly, bite by bite, from the zip drive to its ethernet card, using high budget teeth (four tri faces per) with normal-mapped serrations, chewing and spewing copious blood particles, each of which is a billboard for a 16x16 diffuse and 8x8 specular animated textures of 3 frames . . .elio wrote:do you also have some suggestions?
But why scale down if your texture resolution hasn't caused any problems? Why not just bring up the polycount to match it?hehe, you know, scaling down is always possible.
Once you start down the dark path, forever will it occlude your destiny.thanks, i'll try it


I'm not sure what you mean, could you describe more of the specifics of this problem?elio wrote:PS: it seems the PIE format with it's integer values doesn't give sufficient precision
