Jump to content

tmccarron

Members
  • Posts

    6
  • Joined

  • Last visited

    Never

Posts posted by tmccarron

  1. Polygons

    …I’m hoping we may be able to spend around say, 2000-3000 on a soldier, 300-500 on his weapon and maybe 5000-8000 on a vehicle. I’m the 3D Modeller though and we always like to get as many pollies as we can, hehe...its not impossible that Charles could turn around and say okay, time to cut them back. Testing thus far look promising but time will tell.

    Just to put those figures in perspective CMBO had about 150-350 pollies per vehicle and CMAK ended up with about 600-700 on new vehicles for that game. Each soldier in CMAK, as a guess, was probably about 120 each (these models were basically hardcoded so I cant say for sure).

    Trees should be 3D now, with twigs, branches, roots and leaves all being modelled using various methods...again time will tell just what we can do here after more solid testing.

    Im a bit late coming into this but in regards to your poly counts I find them to be excessively high. You already say your not trying to compete for detail against FPS models as you want to have more "1:1 realism factor for squads" instead of like CMx1 with 3 blocky toons, yet your numbers are higher than theirs and they have some of the best detailed models in games.

    As an example RSE (Red Storm Entertainment, makers of Ghost Recon and the R6 series) character models are in the 1000-1200 poly range. The weapons come in at around 150-300 polys. I dont have the numbers on the vehicles handy but think they too are high with all the modelling I've done.

    Get your models down into the FPS count like above and you'll actually be able to include more soldier models for your squads, making that 1:1 ratio more realistic if not pratical.

    Take a closer look at CoD, GR, R6 etc. Quite amazing what 1000-1200 poly characters can do with textures.

    Im sure most would agree the FPS models are far superior to what is currently in CM now, more than enough in detail for what would be needed, and yet approx. half of what you are proposing.

    :confused:

  2. yes try 4.05 - well organized

    Are you trying to install CMMOS on a drive other than C:\ ? For some reason (i found)it does not setup correctly if you install to a D:\ or E:\ drive, but reinstalling it back on C:\ made problem go away

    [ May 11, 2004, 06:30 PM: Message edited by: worfare ]

  3. problems with 4.05a

    I got it this morning and loaded it up at work - fine no problems

    Got home tonight and tried to load it on to my D:\ drive where i keep all my games and it kept crashing on the 2nd part of the install. Thought it was very odd kept saying it couldnt write to the folder, so for fun I decided to do the same thing as I did at work which was to leave default directory to the C:\ drive and it worked no problem.

    Not a big deal - i can keep the mods on the C:\ drive. Would be nice if i could keep everything together tho

  4. i agree with Markl above. I had been following the instructions of how to convert the cmbo mods for uploading with CMMOS 4.03 and while having a lot of success I was discovering lots of duplicating / cross referencing of mods which makes for more files than are actually needed. there is no reason to have for example "Joe's Pavement mod" showing up in two different zip mod files

×
×
  • Create New...