close to doom 3 ? ut2k3??
since i want to use it with full power i want to know what it can handle
Yes.Deadalus wrote:close to doom 3 ?
So the real limit is based on mdl format itself, as far as i know the (hl1) mdl maximum polycount is 6k.
But thats the Limit of this old format, im sure Carsten will use some more advanced like Doom3 MD Format, which offers a lot more flexibility in animating, since mdl offers bone rotation an movement only. No scaling or vertex based animation is possible, and everything can only be rigid binded (so vertices can only have 100 or 0 % of influence from bone)
So all polycounts are okay, the only thing you have to have in mind is the stencil shadow. Id software used in some case a specific lowpoly "shadow volume" model. For example, all scenes where you can see you alter ego in seqences, it dropped a shadow , but not of the original model. There was a second invisible model that was attached to the same skeleton system as the playermodel. It was a lot more lowpoly and "closed-2 -manifold" set to be invisible and only to cast shadow on everything (except the visible playermodel)
This not only gives more performance it also avoids the very ugly vertexedge selfshadowing artifacts, and you can have models that are not fitting the close-2-manifold rule (and therefore save again performance)
the chick in black reminds me of konoko from the game oni...
Just to reintroduce myself I am Edareot, returnig from the outside world of coding as you just cant beat Ca3De without speding the time starting an engine from scratch. I just have to post this here to say WOW. Oh my god those models are good, and may I ask where your inspiration came from?
Nice to hear that, and welcome backEdareot wrote:Just to reintroduce myself I am Edareot, returnig from the outside world of coding as you just cant beat Ca3De without speding the time starting an engine from scratch.
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