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  #11  
Old August 22nd, 2006, 11:03 PM

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Default Re: SE:V Shipset Questions

hmm saw that then skipped over it for some reason, anyway the scaling numbers are completly different
destroyer model radis is 5.0 and scaling is .01 versus 588.822 and .004
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  #12  
Old August 23rd, 2006, 12:00 AM

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Default Re: SE:V Shipset Questions

Buh-what?

That's..bizzare. I pulled those numbers straight from the copy of Starfury on my disk.
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  #13  
Old August 23rd, 2006, 12:05 AM
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Default Re: SE:V Shipset Questions

That's just because the destroyer's model happens to have been made small in the 3d editor, so it only needs to get scaled down a little bit.

The other one is a large model, and needs to be scaled down lots more to make both of them look the right size in-game.
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  #14  
Old August 26th, 2006, 02:38 AM
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Default Re: SE:V Shipset Questions

Quote:
Poly limits- look at the SF ships. I'd say a couple hundred polys at most.
Is this an engine limitation, or a matter of playability for low-end systems? I tested a ship in the Starfury Demo that was ~1700 polys and it ran fine on my system. Right now I'm working with ships that are around 2k-5k polys, AFTER I've cleaned them up. I'm sure I'll be removing/simplifying more of the detail after I've had the chance to test them in-game, but I doubt any of them will go below 1k polys.

On a side-note, do the textures for the ships have to be 256x256 bitmaps? I've got textures that are 512^2 and 1024^2 in JPEG format that I want to use. The ships look horrible when crompressed down to 256x256.
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  #15  
Old August 26th, 2006, 03:07 AM

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Default Re: SE:V Shipset Questions

SEV will have a LOT more ships on-screen at once, so keep that in mind. Its mostly a playability limitation as far as I can tell.

You can make the bitmaps bigger in Starfury, and even use multiple bitmaps (though I don't remember how to pull that trick off..), and SEV will probably be similar.

However if it isn't, design in 256x256. No compression issues that way.
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  #16  
Old August 26th, 2006, 04:16 AM
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Default Re: SE:V Shipset Questions

*smacks forhead* I'm retarded..... the meshes that I have include 2-3 different models within the file, for various view distances (the game they were made for would swap models accordingly). I've been taking the close-in, high-detail models and hacking them up to reduce the polys. I totally forgot that there were already nice, low-poly meshes included that require no changes. Some of those 5,000 poly ships are now a fairly tame ~1,000.

I've spent the past week doing little more than improving my skill at welding vertices and re-aligning UVWs... Oh well, I guess this is how we learn.
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  #17  
Old August 26th, 2006, 04:52 AM
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Default Re: SE:V Shipset Questions

Quote:
Noble713 said:
Is this an engine limitation, or a matter of playability for low-end systems? I tested a ship in the Starfury Demo that was ~1700 polys and it ran fine on my system. Right now I'm working with ships that are around 2k-5k polys, AFTER I've cleaned them up. I'm sure I'll be removing/simplifying more of the detail after I've had the chance to test them in-game, but I doubt any of them will go below 1k polys.
That was kinda my question...I mean if you are using a puter that is over 5 to 10 years old, I can see this being a problem...If you have a standard run of the mill less than 2 year old puter, I cant see how a few polys here and there are going to make a difference. I mean how does this compare to homeworld in terms of polys?
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  #18  
Old August 26th, 2006, 05:29 AM
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Default Re: SE:V Shipset Questions

Will there be any hard coded upper limit for the ship number per empire as it is in SE IV?
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  #19  
Old August 26th, 2006, 05:39 AM
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Default Re: SE:V Shipset Questions

I'm not aware of a hard code limit at the moment. I have searched the settings.txt and found none either.
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  #20  
Old August 26th, 2006, 07:55 AM
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Default Re: SE:V Shipset Questions

There are the same settings for maximum number of ships/units per player - which has the same maximums as SE:IV.

You can use any size texture you want. The only real reason for keeping the models economical on polys or textures small is for general playability.
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