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Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby KillaGrunt » Mon Jun 15, 2009 7:23 pm

Nexuiz crashed when I tried the spiderbot... :( :x
Image
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Postby tZork » Tue Jun 16, 2009 5:42 am

more info needed KillaGrunt. how did you install (svn or links above) how did you run it and on what nexuiz version. and preferably a log file too.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby toneddu2000 » Tue Jun 16, 2009 12:47 pm

How much should be the maximum of polygons or triangles for a vehicle?I mean in total(with seats,weapons and extra stuffs included)! In nexuiz is used tris, isn'it?
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Postby Taiyo.uk » Tue Jun 16, 2009 2:06 pm

Darcshadow7 wrote:With these vehicles, i can imagine a real Nexuiz campaign with a story and everything. :P


Maps that include terrain such as ons-reborn or arhia (sp?), together with indoor environments would pwn for campaigns that involve both vehicle-based and normal combat. I'm thinking about maps that mix carmageddon-esque spiderbot carnage and halflife style indoor missions.

Or perhaps CTF maps where each team has a garage in their base where they can pick up a spiderbot for added battlefield epicness.

</ramble>
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Postby tundramagi » Tue Jun 16, 2009 8:22 pm

Taiyo.uk wrote:
Darcshadow7 wrote:With these vehicles, i can imagine a real Nexuiz campaign with a story and everything. :P


Maps that include terrain such as ons-reborn or arhia (sp?), together with indoor environments would pwn for campaigns that involve both vehicle-based and normal combat. I'm thinking about maps that mix carmageddon-esque spiderbot carnage and halflife style indoor missions.

Or perhaps CTF maps where each team has a garage in their base where they can pick up a spiderbot for added battlefield epicness.

</ramble>


I want to make Opposing Castles ONS alot, but since the Java terrain generator (which is excellent at what it does) doesn't center the .map around the origin... I don't have enough room (I have 1/4th the total XY map space to work with (about the size of spirecontrol) when I need the whole things... due to radiant extents.

I looked in ImgToMap (the java thing), couldn't compile it with ant for some reason. Could someone get it to center the thing at the origin? It's in misc/tools in svn.
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Postby toneddu2000 » Tue Jun 16, 2009 9:59 pm

Please, someone tells me how much tris (not polygons) maximum I can use for a vehicle because I'm working on a buggy but without poly limit is difficult to model without "exaggerate"!!
thx
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Postby tundramagi » Tue Jun 16, 2009 10:27 pm

toneddu2000 wrote:Please, someone tells me how much tris (not polygons) maximum I can use for a vehicle because I'm working on a buggy but without poly limit is difficult to model without "exaggerate"!!
thx


Usually the player models are 3000 to 5000 tris. Since vehicles are not organic, you can get away with less if you want. Maybe shoot for 3000?
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Postby toneddu2000 » Tue Jun 16, 2009 11:26 pm

ok thanks!
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Postby tZork » Wed Jun 17, 2009 1:19 am

non animated meshes seem to be less punishing, so if you can make it w/o animating the main mesh its good (and you can 'afford' allot more tris for the same pref impact). Vehicles are generally larger and less common then players are so a higher tricount is valid, imo. We can also use LOD models, if you make these.

id say 3-5k sounds reasonable for a buggy class vehicle. Less is always better (performance wise) of course.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
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Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby Flying Steel » Wed Jun 17, 2009 2:37 am

For vehicles, why use tris? I'd try to go with quads for starters.

5,000-10,000 quads for the top LoD for the largest and least common vehicles.

Vehicles aren't like weapons in that they can take up most of the screen under many circumstances, so be especially careful to avoid overdraw situations.
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