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The Gaming Union • View topic - "Low" Poly Vigilante - Finished

"Low" Poly Vigilante - Finished

The only MOD to bring the fantastic Farscape universe to the best ever space RTS

Moderators: Supernova, Meurig

Postby Supernova » Wed Jul 14, 2004 6:16 pm

OMG, that'll never happen again - Not only can subsystems have lods, but I got the frig'n thing to work on the first try! (major achievment for me since it always seems to die the first two or three times ;)

[size="1"][ 14. July 2004, 07:00 PM: Message edited by: Supernova ][/size]
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Postby TheOneNamedViper » Wed Jul 14, 2004 7:07 pm

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Postby Supernova » Wed Jul 14, 2004 7:20 pm

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Postby Talyn » Wed Jul 14, 2004 9:35 pm

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Postby Supernova » Wed Jul 14, 2004 9:40 pm

We make the high poly ones for three reasons, a) there aren't any for farscape and so we make them for the public b) they improve our skill and are fun - sometimes b) we use them to render the high quality textures for our low poly versions

And no game, not for another 5 or 6 years, will ever be able to use our high polygon models, the max hw2 will support is probably about 300k polies - and thats right before it crashes ;) - a good most of our models are 150k+ polies (and a couple of em (even half finished ones :S) are in the millions)

[size="1"][ 14. July 2004, 09:42 PM: Message edited by: Supernova ][/size]
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Postby Supernova » Wed Jul 14, 2004 9:47 pm

Oh, and after further testing I've found that subsystems, cannot have lods :( After even further testing - and some help from some guy name Eviljedi over at the relic forums ;) i've found out that a ship can have multiple shaders [img]graemlins/eviltail.gif[/img]

So with any luck, the vigil will be done in oh, 8 hours ;)
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