Outerra forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Outerra Tech Demo download. Help with graphics driver issues

Pages: 1 ... 15 16 [17] 18 19 20

Author Topic: Game Assets - What should the vehicles look like?  (Read 240595 times)

ZeosPantera

  • ||>>-Z-<<||
  • Global Moderator
  • Hero Member
  • *****
  • Posts: 2520
  • #1 Outerra Fan Boy
    • My Youtube
Re: Game Assets - What should the vehicles look like?
« Reply #240 on: February 20, 2013, 09:42:00 pm »

The ISS is near 2 million poly's and handles it fine. But the ISS doesn't move much.
Logged
"Fear accompanies the possibility of death, Calm shepherds its certainty" - General Ka Dargo

Midviki

  • Full Member
  • ***
  • Posts: 242
  • Nothing matters... but everything is important.
Re: Game Assets - What should the vehicles look like?
« Reply #241 on: February 20, 2013, 10:39:04 pm »

As far as I am concerned, it handles them fine.
Anyone matter correcting me?

Although these models would require a hell of a lot of polygon trimming!

65k Polys per object can be imported (per object, not per file, ( a vehicle can have more than 1 object ) ), and if an object has lets say 1 mil.. you can split it in pieces and not "split", the vehicle can look the same as it was but that milion you split in objects of max 65k polys.But I don't really know how many objects it can have, so basically depending on your computers hardware you can handle it or not.But as well with the trimming, basically on the hands of a well trained designer the poly count can be drastically lowered.
Logged
ATI AMD RADEON HD 6670

John514

  • Hero Member
  • *****
  • Posts: 543
  • Certified TARDIS driver.
Re: Game Assets - What should the vehicles look like?
« Reply #242 on: February 21, 2013, 07:33:42 am »

As far as I am concerned, it handles them fine.
Anyone matter correcting me?

Although these models would require a hell of a lot of polygon trimming!

......But as well with the trimming, basically on the hands of a well trained designer the poly count can be drastically lowered.

OK! Thats not me!.... :-[
Logged
You mustn't be afraid to dream a little bigger, darling

Note: I do not claim to know everything.
I just like to help people around the forum.

ZeosPantera

  • ||>>-Z-<<||
  • Global Moderator
  • Hero Member
  • *****
  • Posts: 2520
  • #1 Outerra Fan Boy
    • My Youtube
Re: Game Assets - What should the vehicles look like?
« Reply #243 on: March 01, 2013, 12:11:04 am »



I am pretty sure this NEEDS to exist in Outerra. No jokes, no funny.

Logged
"Fear accompanies the possibility of death, Calm shepherds its certainty" - General Ka Dargo

Jagerbomber

  • Hero Member
  • *****
  • Posts: 1564
Re: Game Assets - What should the vehicles look like?
« Reply #244 on: March 01, 2013, 12:37:43 am »

That's straight outta Fern Gully right there...
Logged
"Perhaps this speaks to some larger trend within society today...  A prevailing desire on the part of indie developers to recreate the entire world into one where you can charge more than $15 for your game design degree coursework." - Yahtzee ;) :P

Naiba

  • Jr. Member
  • *
  • Posts: 10
  • newbie
Re: Game Assets - What should the vehicles look like?
« Reply #245 on: March 16, 2013, 12:43:13 pm »

Would love to see something retro and 70s(ish) industrial spacecraft designs make a comeback, stuff like the Valley-Forge from Silent-Running:



Something based on that stile would look so perfect as a colony ship.
Logged

PytonPago

  • Hero Member
  • *****
  • Posts: 2284
  • It´s way too complex, dont let me try to explain !
Re: Game Assets - What should the vehicles look like?
« Reply #246 on: March 20, 2013, 01:48:51 pm »

What a machine of evil flattening !  :o  Just crossed some prototypes from russian Ural and Kamaz factoryes :







Its a work on the Typhoon project for the russian army. They want to achieve multiplicity of same structure usage - ural getting the mind of a potential civil-base line too on the same base ... will see witch one beats the rest, doe, nice design. (there is something similar going on for the light armor, still projects for 2015 to be described 2020/25 to be pushed to production)  ...
« Last Edit: March 20, 2013, 01:53:48 pm by PytonPago »
Logged
We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

PytonPago

  • Hero Member
  • *****
  • Posts: 2284
  • It´s way too complex, dont let me try to explain !
Re: Game Assets - What should the vehicles look like?
« Reply #247 on: March 22, 2013, 11:29:01 am »

Just found this BEAST :





 ... thats a ratrak ! : P And a self-propelled small Atomic plant :

http://englishrussia.com/2009/03/17/russian-mobile-nuclear-power-plants/

... a nice idea actually.
Logged
We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

Peca

  • Jr. Member
  • *
  • Posts: 39
  • Outerra fan
Re: Game Assets - What should the vehicles look like?
« Reply #248 on: March 22, 2013, 02:42:55 pm »

Ural is nice and smal, thit is a real beast :-) :
Logged

PytonPago

  • Hero Member
  • *****
  • Posts: 2284
  • It´s way too complex, dont let me try to explain !
Re: Game Assets - What should the vehicles look like?
« Reply #249 on: March 23, 2013, 04:33:06 am »

Ural is nice and smal, thit is a real beast :-)

Yes, cant wait till a way for tracks to work is made for Outerra, then the terrain an physics will be put to a test. : P Thanks for vid.! Vytiaz is a werry nice one, old as hell actually. Still wondering why its so rarely used by the RFA, wanted to have pantsirs on that chasis, rocket-artillery systems (Grad-like) whyte a rearming section at the second part and heavy gun transports for difficult terrain parts of Russia to be built. Hope the 2020 rearming plan has some in mind ... doe, siberian and arctic planes are crawling whyte them like their were woods beetles. : P
Logged
We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

ZeosPantera

  • ||>>-Z-<<||
  • Global Moderator
  • Hero Member
  • *****
  • Posts: 2520
  • #1 Outerra Fan Boy
    • My Youtube
Re: Game Assets - What should the vehicles look like?
« Reply #250 on: March 28, 2013, 12:50:39 pm »

OK.. Found a concept tank that I can live with. Here is his post www.polycount.com/forum/showthread.php?t=60979 if anyone wants to try and coax the 3d model out of him for implementation into outerra.





« Last Edit: March 28, 2013, 12:57:02 pm by ZeosPantera »
Logged
"Fear accompanies the possibility of death, Calm shepherds its certainty" - General Ka Dargo

Matt6767

  • Full Member
  • ***
  • Posts: 120
Re: Game Assets - What should the vehicles look like?
« Reply #251 on: March 28, 2013, 03:26:12 pm »

I wonder if that extended pointed front will dig into every raised bump on the ground.

Exhibit A:

Logged

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6721
  • No sense of urgency.
    • outerra.com
Re: Game Assets - What should the vehicles look like?
« Reply #252 on: March 28, 2013, 04:14:13 pm »

That's often the problem with artistic creations. All looks, limited real world utility :)
Logged

GHAO

  • Member
  • **
  • Posts: 82
  • Thinking
Re: Game Assets - What should the vehicles look like?
« Reply #253 on: March 28, 2013, 05:06:58 pm »

I was wondering about the low ground clearance... surely a tank should be better off-road than the default Tatra? Mind you, it could just be a road-going troop carrier, if something that beautiful gets into Outerra I'll be pleased :)
Logged

Midviki

  • Full Member
  • ***
  • Posts: 242
  • Nothing matters... but everything is important.
Re: Game Assets - What should the vehicles look like?
« Reply #254 on: March 28, 2013, 05:58:39 pm »

From what I saw on that link Zeos... the tank has 5 milion polys... you need to break it in to 78 separate pieces to be imported.But you need to re-texture it. :)

But as advice... it is more work to be done than 78 to work smoothly... you need to break each piece around 10k poly at least.. so thats 78x6... so you basically need to re-sculpt that to be made around 480 individual parts.It might work to be imported.. but it is way too much work to be done. :D + I'm sure it doesn't have an interior design at all.
Logged
ATI AMD RADEON HD 6670
Pages: 1 ... 15 16 [17] 18 19 20