Re: *W.I.P* SPAS (shotgun)
Not really considering i got it to work. ;p. It's fine it exported fine just its not animated which i am gonna do. I'm fixing a few problems with the flash-light. its being a whore! keeps flickering whe its psawns. it like flickers every 2 seconds. So i fixed that issue, I maay release the tags when im done in this thread..no wait has to be done in the releae forum anyway.
The Flash light it fixed up. Tell me what i can fix bout it.
http://i189.photobucket.com/albums/z...007/meh2-1.jpg
Re: *W.I.P* SPAS (shotgun)
Quote:
Originally Posted by
Daax
Not really considering i got it to work. ;p. It's fine it exported fine just its not animated which i am gonna do.
What the hell do you mean its fine? :beating: You told me it lagged like a bitch and then exceptioned when you picked it up.
Re: *W.I.P* SPAS (shotgun)
Quote:
Originally Posted by
rentafence
What the hell do you mean its fine? :beating: You told me it lagged like a bitch and then exceptioned when you picked it up.
It did. But now its fine. except sometimes it lags when you pick it up. :(
Anyway, what do you think of the flashlight? anything i could change on it.
Re: *W.I.P* SPAS (shotgun)
Quote:
I've seen a SPAS with almost as many polies make it into Source just fine...
Here's an idea.. Maybe this isn't source.
Re: *W.I.P* SPAS (shotgun)
Quote:
Originally Posted by
rossmum
I've seen a SPAS with almost as many polies make it into Source just fine...
Oh also, the ejection port is on the wrong side. Mirror it horizontally.
Thats because Source is a very uncomplicated engine... (in the shader sense). Instead of concentrating on lighting detail, it concentrates on pushing polygons.
Does that make it bad? No, its just the design choice. But it also explains how you can get such high polycounts into Source.
Does that make it good? No, its a design choice. It explains how some newer engines look better, but ultimately have smaller triangle counts.
As an example -- UnrealEngine3 has a maximum of approximately 60,000 triangles for the characters in the scene (all characters combined, source: Epic's Unreal Technology page) This equates to approximately 4,000-12,000 for 5-15 loaded players. This is low, even for current gen. However -- its made up for by the lighting detail (normal mapping, parallax self-occlusion, etc.)
My guess for the major reasoning behind this is -- basically -- you don't need to get the CPU to vertex-shift a texture... but you do for non-static meshes.
Re: *W.I.P* SPAS (shotgun)
Quote:
Originally Posted by
rossmum
I've seen a SPAS with almost as many polies make it into Source just fine...
Really? I had no idea you could have such a high polycount on an fp model in any engine. Thats pretty cool.
Re: *W.I.P* SPAS (shotgun)
Quote:
Originally Posted by
FriedMetroid
Careful, I bet Zeph warns you for that.
Damn, why are you not Permabanned yet.
Re: *W.I.P* SPAS (shotgun)
Alrighty then, I am adding a few more smoothing numbers, and fixing the flashlight, and I will most likely get it in game and test it out. Maybe later on I may need beta testers. But not now, I'll alert you when the time comes. Here are some renders of my beautiful trigger (remade trigger ;) )
http://i189.photobucket.com/albums/z..._2007/meh7.jpg
Re: *W.I.P* SPAS (shotgun)
http://xs217.xs.to/xs217/07303/meh7.jpg
cut on white lines (all the way around) to fix gray-circled errors.
you can't just make a lowpoly, and chamfer shit and meshsmooth it.
doesn't work like that
Re: *W.I.P* SPAS (shotgun)
Quote:
Originally Posted by
Tweek
cut on white lines (all the way around) to fix gray-circled errors.
you can't just make a lowpoly, and chamfer shit and meshsmooth it.
doesn't work like that
Did I ever say it worked like that now?, I have a demo tag. although its shitting up. I'm gonna fix those errors you pointed out tweek.