Different gibs and blood for every character species

Developer discussion of experimental fixes, changes, and improvements.

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Postby ai » Wed Mar 04, 2009 11:15 am

Low poly or high poly has nothing to do with it. It's mostly up to the texture and bumps/normal maps. Also normal directions are very important (smooth and hard). Generally gibs should be low poly not intense high poly. Each gib should tops be 100-300 tris. So having 10 different gibs would lead to 3000 tris which is very much acceptable as all 10 gibs probably wouldn't even show after each kill. (Is there a code that randomizes that?)
But even if they all were visible it would still be equivalent to a player model.

I read the current poly count was a lot higher?
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Postby tundramagi » Wed Mar 04, 2009 12:10 pm

ai wrote:Low poly or high poly has nothing to do with it. It's mostly up to the texture and bumps/normal maps. Also normal directions are very important (smooth and hard). Generally gibs should be low poly not intense high poly. Each gib should tops be 100-300 tris. So having 10 different gibs would lead to 3000 tris which is very much acceptable as all 10 gibs probably wouldn't even show after each kill. (Is there a code that randomizes that?)
But even if they all were visible it would still be equivalent to a player model.

I read the current poly count was a lot higher?


Nope, not more than 300 tris.
You can help by creating additional tech gibs though, that would be appreciated (to give more variety). Maybe make some motors.
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Postby divVerent » Wed Mar 04, 2009 12:12 pm

Stuff you can't do with bumpmaps: gears.

A gear with 50 "teeth" takes a minimum of 300 vertices and 152 faces (sides are 150 quads = 300 tris, top and bottom are each 150 tris, makes 600 tris), and 50 aren't eben much.
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Postby ai » Wed Mar 04, 2009 12:43 pm

Well, I wasn't only talking about gears, there are more mechanical parts in robots. However, 50 'teeth' are more than enough. I've seen gears with 20 teeth on some things. It all depends on what you use them for, and who really knows how the mechanical and technical stuff works in the robot players? :P
But one can have bumps and normal maps on the gears that could have dents, bumps, bolts and any other pattern and weirdness.
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Postby tundramagi » Wed Mar 04, 2009 12:51 pm

Robots probably run on hate. How can one model hate? Also, lithium-ion batteries and oil (oil is a polymer substitute for hate).
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Postby tZork » Wed Mar 04, 2009 2:33 pm

divVerent wrote:Stuff you can't do with bumpmaps: gears.

A gear with 50 "teeth" takes a minimum of 300 vertices and 152 faces (sides are 150 quads = 300 tris, top and bottom are each 150 tris, makes 600 tris), and 50 aren't eben much.


And thus you model a few broken gears when only have half or less :P
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Postby tundramagi » Thu Mar 05, 2009 7:12 pm

Here are some larger twisted metal pieces you requested. Now the gibs, combined, can be used as they can "feel" like all the mass of the destroyed robot: (all gpl ofcourse)

https://cat2.optus.nu/nexuizserv/m_twistedmetalzip.pk3

Image
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Postby ai » Thu Mar 05, 2009 7:36 pm

Somehow I don't see the robot players to be rusty buckets like that. Better make the texture fit the model style of the robot.
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Postby Taiyo.uk » Thu Mar 05, 2009 8:46 pm

Indeed, the robot playermodels are more shiny than rusty.
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Postby tundramagi » Thu Mar 05, 2009 9:04 pm

ai wrote:Somehow I don't see the robot players to be rusty buckets like that. Better make the texture fit the model style of the robot.


You do it. Go ahead. There is a reason I made "new" textures for all these parts: that is so you (AI) can go and change it to whatever metallic texture you think that it should be. I know that I am not much of a texture visionary so I made it so people who are can do this. I am not going to do it. I do not have an idea of what it should be. Furthermore I have been informed by others that you "hate" me so I'm not going to do whatever it is that you suggest I should do as it's probably garbage nit-picking passive aggressiveness anyway... so if you can think of a better metal texture (and I'm sure you can) all you need to do is edit the twistedmetal*.tgaS etc.

I'm sure you'll use "wrong texture" "too many polys" and "too few polys" as reasons for why these gibs should be ignored and left to rust. I'm sure you will call out with the idea that we should "wait' untill "good" gibs are created. The question is... will that ever come? The idea of having robot gibs is ancient in the nexuiz 'community' ... yet they've never been added (someone made a few many months ago, but not that many)... no the ones that are "good enough" will never come untill SOMETHING is in. Then MAYBE you or morphed or someone will break out in a coldsweat and think "oh shit, I better make alternates before THOSE models made by THAT guy become part of an official nexuiz release!" then you or morphed or someone else will make shiny robo gibs and everyone will be happy... but that won't happen untill you have a reason to do that and that reason will be personal animosity against another.

You know, after an explosion... I don't think robots are so shiny.

So To Recap: I acknowledged that I am not a good texture artist, I built the enivitability that the textures will be improved into the models by sourcing not the textures from the map set but instead new texture files specific to the tech gibs. When I make metal textures myself, they seem too washed out ingame (example: my brushed metal textures in the caethaver2 cs texture pack.)
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