Re: Want to help : Modeling
Posted: 07 Jul 2007, 17:07
Retaliation - 160 polys. Now working on Cobra.
Attachment: New Retaliation body .3DS.
Attachment: New Retaliation body .3DS.
blender can import 3ds filesDFStormbringer wrote: for those of us that want to follow the progress and dont have 5000$ to spend on 3ds.. please post screanshots of your work??
photobucket.com is a great place for a free account to post forum screens for use.

just so you know ive seen a couple posts state that because of the early years this game was compiled that the program code generates 90% of its graphics from the CPU and not the GPU..Olrox wrote: For me the fact that 30 polys looks better than 10 polys makes sense. That's why I'm posting those files.
Also, I think Warzone 2100 can compete with great titles of RTS, in popularity.
Did you actually look at the code ?? And no large portions of Warzone's graphics are _not_ handled by the CPU; very large portions are handled by the GPU. Yes warzone is currently more CPU intensive than it is GPU intensive but this can be changed *without* starting from scratch. As for anti-aliasing it is handled quite perfectly already by the GPU (you just need to tell your GPU's driver that it should apply anti-aliasing). Then as for some of those features you mentioned "bumpmapping", "active deformation of meshes"; why would you even want that ? Especially bumpmapping seems rather useless to me for objects that averagely take up somewhere between 20x20 and 60x60 pixels of your screen.DFStormbringer wrote: just so you know ive seen a couple posts state that because of the early years this game was compiled that the program code generates 90% of its graphics from the CPU and not the GPU..
meaning ALOT of things that are in todays games.. bumpmapping.. real time lighting.. active deformation of meshes.. gourad shading.. several levels of texture filtering and antialaising.. are impossible without redoing the code on a large scale if not starting from scratch..
it leaves me to wonder.. if the games internal code is left to deal wiht the graphics.. will raising the polys of each unit by a factor of 10 cause that much more stress on he games code to the point that the hard time it has compiling pathfinding be made only that much more worse?
Again; what do you base this conclusion off? Is it just pure pessimism or ? As for that scene you described above; sounds more like an RPG or FPS scene to me, you won't find that high level of detail (as you described) in Supreme Commander either.DFStormbringer wrote: dont get me wrong im all for a beautifful warzone.. the thought of having the camera in low follow mode.. PITCH black out.. forget fog of war.. NIGHTTIME missions.. only able to see a bit ahead of the units .. as far as their tiny lil headlights will iluminate... crossing a filed to suddny find yourself bumper to bumper with an enemy squad.. the muzzle flash of the cannons blowing out the tide bore holes as the shell is propelled foreward causing a mightly explosion to erupt from the enemy as bits of the armor is blasted off the enemy tank.. more sparks are seen as MG fire bounce off everything.. causing momentary glows of the night as the tracer rounds rip through the night..
but.. i just dont think that WZ in its current state.. can handle all its possible potential.
no making wz to take advantage of those fancy features is not hard,but we cannot simply assume everyone has a super card that is capable of handling all those features elegantly.And the texture flitering/antaliasing can be forced by driver settings i think.imo the majority of warzone players are definitely not the ones with geeky rigs/the ones judge a book by its cover,otherwise they would probably go playing some big titles rather than playing a game that is 8 YO or so.Just my 2 cents,and I could be biased. ;Djust so you know ive seen a couple posts state that because of the early years this game was compiled that the program code generates 90% of its graphics from the CPU and not the GPU..
meaning ALOT of things that are in todays games.. bumpmapping.. real time lighting.. active deformation of meshes.. gourad shading.. several levels of texture filtering and antialaising.. are impossible without redoing the code on a large scale if not starting from scratch..
the pathfinding has little to do with the graphics,currently most of the graphics works are done by opengl,they are accelerated by hardware unless you are running soft implementation of opengl or running opengl in software mode.it leaves me to wonder.. if the games internal code is left to deal with the graphics.. will raising the polys of each unit by a factor of 10 cause that much more stress on he games code to the point that the hard time it has compiling pathfinding be made only that much more worse?
From warzone's perspectival view,most of these little details are barely noticeable even if they are implemented,warzone already has a decent particle system,though the most noticeable/successful example of wz particle is probably the fireworksdont get me wrong im all for a beautiful warzone.. the thought of having the camera in low follow mode.. PITCH black out.. forget fog of war.. NIGHTTIME missions.. only able to see a bit ahead of the units .. as far as their tiny lil headlights will illuminate... crossing a field to suddenly find yourself bumper to bumper with an enemy squad.. the muzzle flash of the cannons blowing out the tide bore holes as the shell is propelled forward causing a mighty explosion to erupt from the enemy as bits of the armor is blasted off the enemy tank.. more sparks are seen as MG fire bounce off everything.. causing momentary glows of the night as the tracer rounds rip through the night..
but.. i just dont think that WZ in its current state.. can handle all its possible potential.