[WIP] The Highwind

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Do I need glasses or you submarine isn't the original one too ?! Seems better than mine (original) XD

Did I overlooked a mod ?! oO
 
If I'm not mistaken the sub is. From the WMRP (world map restoration project).  I can't remember if the R actually means restore but you get the idea.  Great little (BIG) project. It's a branch of team Avalanche at this point. I suggest checking that forum out if you haven't already.
 
good reduction, you could probably do even more. to judge the detail, zoom out in blender so that its a similar size onscreen to as it is ingame. If you cant see the jaggies, its good!
 
HWG.jpg


HWA.jpg


Got it working right ingame. Also, did more poly reduction though didn't port that into the game yet. Next task I assume will be texturing, and from what I hear, UV maps can be a pain in the ass.
 
Yeah, but don't worry about it - that's the Jet version later in the game, I replaced that because I didn't have a save to test the earlier propeller version. I have the new propellers on the other model.
 
The top ones yes, but unfortunately the model contains no bones for the bottom ones so they will probably be either static or I will remove them. I kind of like them there so maybe I will keep them on though.
 
keep em. even if they dont animate right, i'd rather have em.
 
I'm pretty sure that Timu and/or Millenia have a few, dunno where though...
 
Less strain on your graphics card.
But does that really matter? I mean, since the game is so old, shouldn't 'modern' pcs easily handle the extra strain?
 
I don't have a UV tutorial, and i dont think i've ever seen a /good/ one, as its a very arbitrary topic. in blender, generate a testgrid, and mess with yer uvs until the grid looks fairly even and all the squares stay squares on the mesh.
 
But does that really matter? I mean, since the game is so old, shouldn't 'modern' pcs easily handle the extra strain?
yes it does, these models are not as old as the game, and furthermore the graphics driver is not perfect. If you have ever played an emulator then you know that sometimes a machine that is perfectly capable of running a certain game can sometimes be held back by the software running it, making it unplayable.

For an example I can't run PS2 games with PCSX2 on my PC because even though my cpu and graphics hardware are much faster than a PS2's by far, the software was not originally designed to run on them, thus there are so many bugs and slow downs, I can't really run any PS2 at an acceptable level. Through the further development of PCSX2 however this is subject to change.

Trying to get new tech to run with old games is a tedious process, and until Aali's driver is perfectly refined or until QGears project is complete, the game will not actually run "as well" as your computer could potentially handle it. So if this model were running in a game designed for PC in the last couple years, then your right it wouldn't really be necessary. But for this particular game and the software running it, it can cause some major slowdowns, unless you own a decently beastly (expensive) machine, which not everyone does.

Not to mention I am sure the model was designed at a much bigger scale than it appears in game. More so than just as a courtesy to those of us with less than the most modern machines, it is usually held as a professional standard to make things as performance friendly as possible. It doesn't really matter if he left the polys or not, you won't be able to tell at such a small size. What you will notice however are the slow downs.
 
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long and short of it, its also a good 3d art practice. the world map high wind is very small (in terms of on screen pixels). You wont be able to see all the polygons, so you trim away all the unecessary ones while maintaining all the detail. it also makes it a lot easier to edit further down the road.
 
Ok question - should I mark seams and unwrap each piece and texture them individually, or should I combine the mesh into one thing and do the UVs that way?
 
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