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Stryker Poly Count


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We are using some 3rd Party models for sure, but they take a lot more work to convert to a format that CM understands than you might think. The linked to model is actually lower detail than the one we made, plus it lacks all the upgrades that have been done since introduction.

Curerntly we have the Stryker ICV, Stryker CV, and Stryker MGS in the game. The other variants are based on these so making them will be quite easy. We used a 3rd party Bradley M2A2 as the basis for a Bradley M2A3 and it was a lot of unexpected work.

Steve

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Some "arab" buildings too

ARABC00.jpgdafadc5d-4dd4-45b2-92ac-d580c2b449e9Large.jpg

These must be twice as difficult to mix with the CM engine due to the custom window/door/balcony options. I wouldnt mind though some hard coded characteristic types with no modification options. Something like "flavour" buildings. Tents look nice too.

ArabCity_02.jpg73cb91b3-2ce8-481f-9a4a-f216a0765ba3Large.jpg

[ March 16, 2007, 07:06 AM: Message edited by: panzermartin ]

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Yeah, the building stuff is totally incompatible with the game system. It would be much quicker to make things from scratch.

The problem with the "hard coded characteristics" is that the entire game engine is based on certain assumptions. It is not easy, or in some cases even possible, to alter them. Window and door placement and sizing for example can not be changed without also changing how soldiers interact with them, graphically as well as AI considerations. It also impacts LOS and LOF calculations as well, since currently these have assumptions about buildings/structures built in for performance reasons. Breaking from that means, basically, breaking the entire game engine. Obviously we are not in favor of that :D

Steve

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