You're right. It is a bit selfish to provide something for the community.
Okay, that was a bit of sarcasm, but there's some truth to it. I don't think anybody here is totally selfless. The modellers are going to make models as they would like to have them made. I've always stood behind the modellers when people were yelling bloody murder over the number of polys. My feelings about it is, if you don't like it, then tough cookies. Nobody here is obligated to listen to you, and by just devoting the time it takes to make a model is going above and beyond.
Unless someone actually complains about half-life taking a dump on them (for reasons other than owning an antiquated machine) I don't see any reason to start reducing the number of polys. If problems do arrise, then we'll probably see some reduced poly versions of models coming out.
Jamil I wasen't calling the modelers selfish, I was calling the people that said 'well if you cant use it too bad' selfish. I also stand by the modelers for making such amazing models but people saying it sucks because it has too many polies. I just don't feel its fair that people should be rewarded just because they have good computers.
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
For the record, I think the quality of the starcraft models is absolutely amazing. I haven't seen the drone animated, but all of the models, and all of the completed skins are simply excellent. I just want as many people to enjoy them as possible... *and* I want to make sure this whole pack doesn't get wasted because HL itself simply can't handle it.
One problem that was had frequently in playtest, and still happens as new maps are in testing, is that buildings will disappear in crowded areas. As far as I know, this is because entity limits are maxing out, and some are getting dropped. I worry that an issue like this could hit the SC models a *lot* sooner than it hits the lower-poly default models.
<!--QuoteBegin--GPAcrytan+Apr 18 2003, 04:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GPAcrytan @ Apr 18 2003, 04:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yeah you missed the zerg egg which only needs to be animated and that the mutalisk is finished but not skined so its not released and on a side note I hope that we get a few buildings converted to zer buildings for example like the movment chamber could easily be converted into the nydus canal and the offense chamber into the spore colony and the d chamber into the creep colony and so on <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> those buildings should be easy to create.. at least I think so (believe me, I dont know anything about modelling...)
<!--QuoteBegin--Jamil+Apr 18 2003, 04:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jamil @ Apr 18 2003, 04:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You're right. It is a bit selfish to provide something for the community. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Another mapping parallel: Is creating a map with r_speeds constantly in the 1000s selfish? No. Is it stupid? Yes.
This thread is a warning that, no matter what happens if you use individual models, the complete pack won't work because it'll just push things over the edge. If you decide not to take the time and reduce the e_polys - your choice, but it'd be in the best interest of your work to do so.
Ollj i'd love it if u'd have a hack my my hive model to cut it down to at least the default poly count. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Could i have ur e-mail or some for of contacting u?.. i have aim :TJMHay
<!--QuoteBegin--coil+Apr 18 2003, 10:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Apr 18 2003, 10:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And please note that my example was a fairly small one - 6 marines, 5 zerglings, a drone, and a hive. What happens in a late-game assault, when you've got HA against Fades and chambers all over the place? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Add some jetpacks to that soup of yours and we have a dia show
The Aliens style model ran genrally twice as many polies as the originals but I haven't heard any complaints from the people using that so hopefully it wont be a problem. Anyway like I said earlier, I don't have a probelm with anyone using what I've already done to make a lower poly version. My Drone has a lot of excess polies where the the wing joins the body simply because I wanted to have it be a continuous mesh instead of simply clipping them together. The starcraft models are still just practice for me until I start making models of my own design.
I play NS mostly on a AMD 800 mhz, 384mb pc 133 ram and a Gforce 2 MX and I normally get around 60 fps with the standard NS models and 40-50 with the SC ones (at 800x600). I've noticed only a small hit to my fps with higher poly models but the phase gate will always cut my fps down to 30.
I never planed on making the marine so high in polys but it's mostly the little extras that's putting it up there, like the head, shoulder lamp, etc..
Here's a version of my marine with all the extras trimmed. He's at 1386 polys and looks about the same. If I took my time I could probably get it lower. It's possible to make just about every sc model I've seen lower while still having it look good, I just didn't hear that many people worried about it until now.
(the skin is a bit off at some places as this was just a quick trim)
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the phase gate will always cut my fps down to 30<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I can't wait for that new skin for the SC marine. I'm already using the first version of the model. I thought it would be a little to big for the regular marine but it works just great.
I'll definitely be using that skin when it comes out. Now all we need are some guns to go with it.
Anyway, fps..doesnt bother me that much, mainly because I've always had terrible fps..Shoddy computer y'see. Phase gates kill this typewriter, but I'm sure the custom models aren't helping either.
At the end of the day, I'll always prefer a low poly version, but if something looks cool enough I'll use it regardless.
Comments
Okay, that was a bit of sarcasm, but there's some truth to it. I don't think anybody here is totally selfless. The modellers are going to make models as they would like to have them made. I've always stood behind the modellers when people were yelling bloody murder over the number of polys. My feelings about it is, if you don't like it, then tough cookies. Nobody here is obligated to listen to you, and by just devoting the time it takes to make a model is going above and beyond.
Unless someone actually complains about half-life taking a dump on them (for reasons other than owning an antiquated machine) I don't see any reason to start reducing the number of polys. If problems do arrise, then we'll probably see some reduced poly versions of models coming out.
One problem that was had frequently in playtest, and still happens as new maps are in testing, is that buildings will disappear in crowded areas. As far as I know, this is because entity limits are maxing out, and some are getting dropped. I worry that an issue like this could hit the SC models a *lot* sooner than it hits the lower-poly default models.
those buildings should be easy to create.. at least I think so
(believe me, I dont know anything about modelling...)
Another mapping parallel: Is creating a map with r_speeds constantly in the 1000s selfish? No.
Is it stupid? Yes.
This thread is a warning that, no matter what happens if you use individual models, the complete pack won't work because it'll just push things over the edge. If you decide not to take the time and reduce the e_polys - your choice, but it'd be in the best interest of your work to do so.
Add some jetpacks to that soup of yours and we have a dia show
Then you have the reason why those didn't blow in peoples faces.
Though, with people whom have less than godly computers, there should be a second low-poly pack.
And as already said, people download custom models knowing it's going to effect the game.
I never planed on making the marine so high in polys but it's mostly the little extras that's putting it up there, like the head, shoulder lamp, etc..
Here's a version of my marine with all the extras trimmed. He's at 1386 polys and looks about the same. If I took my time I could probably get it lower. It's possible to make just about every sc model I've seen lower while still having it look good, I just didn't hear that many people worried about it until now.
(the skin is a bit off at some places as this was just a quick trim)
Thats probably because of the dynamic lighting.
That new SC marine skin is pretty sweet.
I can't wait for that new skin for the SC marine. I'm already using the first version of the model. I thought it would be a little to big for the regular marine but it works just great.
I'll definitely be using that skin when it comes out. Now all we need are some guns to go with it.
Anyway, fps..doesnt bother me that much, mainly because I've always had terrible fps..Shoddy computer y'see. Phase gates kill this typewriter, but I'm sure the custom models aren't helping either.
At the end of the day, I'll always prefer a low poly version, but if something looks cool enough I'll use it regardless.
The new Starcraft Terran model just is so damn beautiful.
Release it as quick as you can, pwease.