[Resource & progress]my ship showcase room(07/02/12)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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garrry34
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Post by garrry34 »

you broke it didn't you lol...
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mr.WHO
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Post by mr.WHO »

expnobody wrote:manage to get the stuff to an external hard drive and start working on another computer..

randomly made some change on USC M2+ second edition
got rid of the ATF bridge so it's not USC Tyr, and put USC M2v3's engine on to this thing..(too much engine maybe?, personally think the engine stay as it was it's better than this..)

http://bbs.deeptimes.org/data/attachmen ... 7znvug.jpg
http://bbs.deeptimes.org/data/attachmen ... mjh1mn.jpg

anyway....

I think that now this M2+ is perfect and don't need any more tweaks. I think that any further additions will be the triumph of form over substance (like adding those small secondary engines), plus needles increase of polycount.

Better focus on new models, like turrets for Boron and Paranid.
Vanysh2
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Post by Vanysh2 »

The previous version looks better.
Maybe you should have only switch the bridge.
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Idea
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Post by Idea »

Hi expnobody

I have to say I am just in loved in Argon M2 and M1 models. I just can't get my eyes off them. I was looking them in 3dviewer and notice they have a big numbers polys in them which is not strange when you look at them but then I zoom in and notice one thing that can reduce the overall number of polys without reducing the quality. I have notice that there are a lot of hidden part's of the ship insaid the main body. By cleaning the insaid polys of the ship you would reduce the overall number and make them performance friendly. This apply to all of your models.I home I am not mistaken about this.

Cheers
expnobody
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Post by expnobody »

Idea wrote:Hi expnobody

I have to say I am just in loved in Argon M2 and M1 models. I just can't get my eyes off them. I was looking them in 3dviewer and notice they have a big numbers polys in them which is not strange when you look at them but then I zoom in and notice one thing that can reduce the overall number of polys without reducing the quality. I have notice that there are a lot of hidden part's of the ship insaid the main body. By cleaning the insaid polys of the ship you would reduce the overall number and make them performance friendly. This apply to all of your models.I home I am not mistaken about this.

Cheers
you are absolutely not.....i left it there because it's convenient for other modder's use (ok, that's an excuse, i left it there because i am lazy when i am attaching the components...)
summer time..
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Idea
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Post by Idea »

expnobody wrote: you are absolutely not.....i left it there because it's convenient for other modder's use (ok, that's an excuse, i left it there because i am lazy when i am attaching the components...)
I know that feeling :wink:
I tried to import your models in 3d Max but doing that with Dbox makes the program stop working. Argon M1 has over 90k of polys. I bet by cleaning the insaid of the ship you can get 10 to 20k off maby even more.
Sn4kemaster
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Post by Sn4kemaster »

expnobody wrote:manage to get the stuff to an external hard drive and start working on another computer..

randomly made some change on USC M2+ second edition
got rid of the ATF bridge so it's not USC Tyr, and put USC M2v3's engine on to this thing..(too much engine maybe?, personally think the engine stay as it was it's better than this..)

http://bbs.deeptimes.org/data/attachmen ... 7znvug.jpg
http://bbs.deeptimes.org/data/attachmen ... mjh1mn.jpg

anyway....
1st thing got to play with your new Boron M3B and M4+, excellent work!

As for this new USC M2+ it simply not as good as the earlier version neither the new command bridge or the engines look as good as the earlier version.

I look forward to more commonwealth stuff in the future....
expnobody
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Post by expnobody »

Idea wrote:
expnobody wrote: you are absolutely not.....i left it there because it's convenient for other modder's use (ok, that's an excuse, i left it there because i am lazy when i am attaching the components...)
I know that feeling :wink:
I tried to import your models in 3d Max but doing that with Dbox makes the program stop working. Argon M1 has over 90k of polys. I bet by cleaning the insaid of the ship you can get 10 to 20k off maby even more.
oh, 90K is pretty good, consider Bragi has over 130K....
summer time..
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mr.WHO
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Post by mr.WHO »

sometimes less is more. Good modeling is about making good models with less polycount. Everybody can make ugly models with bazillion polies.

Does your models have LOD? Coz if not - more than 5-6 of them on the screen will cause needless lag.
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Idea
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Post by Idea »

mr.WHO wrote: Does your models have LOD? .
I am ashamed but what is LOD?

I manage to import your Paranid M2+ Proetus in 3dsMax.It had 52803 polygons. After cleaning the insaid of the ship I manage to reduce the number of polys to 38956 without changing the look of the ship. Check to snapshots:

Original: http://imageshack.us/photo/my-images/51/snap1ea.jpg/

Clean: http://imageshack.us/photo/my-images/35/snap2ss.jpg/

I am prety sure that at models like Argon M1+ Daedalus, Paranid M2+ Proetus and others, the number of poly counts can be reduced for even more.Looking at Bragi, there are ships insaid the main body mesh.My estimate that Bragi when cleaned will have no more then 80k comapared to the 130k.This would have masive improvements on ship rendering ingame especially when there are more then one in sector.
expnobody
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Post by expnobody »

Idea wrote:
mr.WHO wrote: Does your models have LOD? .
I am ashamed but what is LOD?

I manage to import your Paranid M2+ Proetus in 3dsMax.It had 52803 polygons. After cleaning the insaid of the ship I manage to reduce the number of polys to 38956 without changing the look of the ship. Check to snapshots:

Original: http://imageshack.us/photo/my-images/51/snap1ea.jpg/

Clean: http://imageshack.us/photo/my-images/35/snap2ss.jpg/

I am prety sure that at models like Argon M1+ Daedalus, Paranid M2+ Proetus and others, the number of poly counts can be reduced for even more.Looking at Bragi, there are ships insaid the main body mesh.My estimate that Bragi when cleaned will have no more then 80k comapared to the 130k.This would have masive improvements on ship rendering ingame especially when there are more then one in sector.
the polycount only effects you when you are in that sector..i will clean it up in the near future..
summer time..
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Idea
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Post by Idea »

expnobody wrote: the polycount only effects you when you are in that sector
Believe me expnobody when I say that all the things I point out are from reason that I want to be IS when your ships are in them :)

Cheers
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mr.WHO
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Post by mr.WHO »

Idea wrote: I am ashamed but what is LOD?
LOD = Level of Details

Basicaly it's like this:
Ships has 3 LOD models:
LOD 1 - 100k poly
LOD 2 - 50k poly
LOD 3 - 10k poly

LOD's switch between themselves depenting of viewer distance:
LOD 1 - visible when you're really close to the ship so you can see it's details
LOD 2 - medium range some details removed
LOD 3 - visible from very far when you woun't be able to see ship details

This make a better use of CPU and GPU load coz it don't need to load 90k of polycount for a ship that you're looking at from the other side of the sector.

When youre close to ship hull you tend to see only that ship so you can afford to load 100k polycount.

But when you look at the same ship from afar, you'll be able to se a dozen more ships - so if your ship don't have LODS then when looking at 10 ships you will have to load 1'000'000 polycount, while with LOD those 10 ships will have only 100k polycount.
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Idea
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Post by Idea »

mr.WHO wrote:
Idea wrote: I am ashamed but what is LOD?
LOD = Level of Details

Basicaly it's like this:
Ships has 3 LOD models:
LOD 1 - 100k poly
LOD 2 - 50k poly
LOD 3 - 10k poly

LOD's switch between themselves depenting of viewer distance:
LOD 1 - visible when you're really close to the ship so you can see it's details
LOD 2 - medium range some details removed
LOD 3 - visible from very far when you woun't be able to see ship details

This make a better use of CPU and GPU load coz it don't need to load 90k of polycount for a ship that you're looking at from the other side of the sector.

When youre close to ship hull you tend to see only that ship so you can afford to load 100k polycount.

But when you look at the same ship from afar, you'll be able to se a dozen more ships - so if your ship don't have LODS then when looking at 10 ships you will have to load 1'000'000 polycount, while with LOD those 10 ships will have only 100k polycount.
I know I am hijacking the thread but I need to ask. How do you set up LOD on a ship? If you could an wish you can PM me the answer.Thanks in advance.
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mr.WHO
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Post by mr.WHO »

I dunno - the general LOD rule I mentioned is common for most games, but I'm not X-TC specialist - ask Expnobody or Paulwheeler.
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Idea
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Post by Idea »

mr.WHO wrote:I dunno - the general LOD rule I mentioned is common for most games, but I'm not X-TC specialist - ask Expnobody or Paulwheeler.
Will do. Thanks
expnobody
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Post by expnobody »

mr.WHO wrote:
Idea wrote: I am ashamed but what is LOD?
LOD = Level of Details

Basicaly it's like this:
Ships has 3 LOD models:
LOD 1 - 100k poly
LOD 2 - 50k poly
LOD 3 - 10k poly

LOD's switch between themselves depenting of viewer distance:
LOD 1 - visible when you're really close to the ship so you can see it's details
LOD 2 - medium range some details removed
LOD 3 - visible from very far when you woun't be able to see ship details

This make a better use of CPU and GPU load coz it don't need to load 90k of polycount for a ship that you're looking at from the other side of the sector.

When youre close to ship hull you tend to see only that ship so you can afford to load 100k polycount.

But when you look at the same ship from afar, you'll be able to se a dozen more ships - so if your ship don't have LODS then when looking at 10 ships you will have to load 1'000'000 polycount, while with LOD those 10 ships will have only 100k polycount.
i am not sure how to export model with LOD,and i am not sure if 3dsmax can generate LOD automatically, if not, i dont want to have more work............
summer time..
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mr.WHO
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Post by mr.WHO »

Hey Expnobody, I realized that ATF lack M8, maybe you could fix that?
I know that Nors supose to fill the role of M3B, but sometimes the only solution is simply to have more and more missiles, especially when I saw XRM USC Claymore M8 salvo :)

I have an idea to base on Vanilla Vidar, with 4 missile pods, tower/bridge removed, remodel nose and two turrets (most M8 has only one, but ATF must be the best :) ).

Here is my bad paint job vision:
[ external image ]
expnobody
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Post by expnobody »

random stuff

"Terran Battlecruiser operational" -Starcraft


body,head ratio still not decided yet, engine has not been added, bottom part unfinish..it just has a basic shape i would say..

http://bbs.deeptimes.org/data/attachmen ... mzojk6.jpg


oh wait, this is X3, never minded
summer time..
garrry34
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Post by garrry34 »

ha I'm digging that lol
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