I don't know from people who know blender well what could be the easiest way to have some nice statue, conversion to blend and then generation (like the 2 file) or having generated mesh with meshy and fix the problematic parts, like above he has a weird hand and the plinth need to be squared but the effect on the dress I don't know but I think it is taking quite sometimes in blender to have the same render?
If people would like to make some conversion of statue that would be great, but I am ok to try to at least simplify your work, so I am ok for whatever you prefer.
I know nothing of modelling, but all looks cool and high poly. do you manage to convert it? How it works inside the game?
No, this is my problem, last time I try to convert a meshy one, that didn't ended well, but at least I had a model in our viewer.
So I think it is possible, but if someone more skilled than me would be able to convert them, that would be great.
For the 2 meshy generation, I really don't know enough blender to know if it is usefull or if it is too much time consuming to fix the errors, at least those are free of use, but for me anything that work and make life easier for the modeler I am ok to try to provide.
The meshy one are generated with words this is insane at least for me.
I think the conversion seems quicker, but I don't know all those formats so I really can't say much on the process to have it in blender.
And then export to our format.
I don't know if the number of vertex is too much for the engine, as static_prop.
Also a hitbox would be great.
I just need some quick basic step for the conversion after I could manage, even if it is not perfect at the begining.
I have done conversion for Garry's mod and some cs map but, my blender is screw up and I need something for the Giovanni exterior, to replace the water.
I can't find anything on gamebabana that I want so I tried to find something else.
I undestand that you cant surpasse the engine limit for a reason, but this reason was an arbitrary limit to avoid that 20 years old hardware cant run the game. Even if we cant exceed the poly limit in the models, engine dont limit the number of models. I try to use at least 2k textures, and the best models that I can find, and never have a crash for it.
Some of the cars of war games had more than 5000 polys, and I made animated traffic in Zurich, (you pass a bridge over there if you remember, and engine dont crash)
I undestand that you cant surpasse the engine limit for a reason, but this reason was an arbitrary limit to avoid that 20 years old hardware cant run the game. Even if we cant exceed the poly limit in the models, engine dont limit the number of models. I try to use at least 2k textures, and the best models that I can find, and never have a crash for it.
Some of the cars of war games had more than 5000 polys, and I made animated traffic in Zurich, (you pass a bridge over there if you remember, and engine dont crash)
I am wondering how much have the Ferrari, it is loading fine has prop_switch, there is only one crash when I mouse hover for the drive for now, I think it is more related to the prop_switch than the model, but I could be wrong.
I try to use at least 2k textures, and the best models that I can find, and never have a crash for it.
I have to say your experience sounds quite different from mine. My game keeps crashing because of HD texture packs. And it seems other people are also reporting the same issue:
Correct me if I'm wrong, but VtMB cannot handle a big materials folder. It should be less than 8 GB or something like that. I guess Wesp5 knows a good thing about it, better than the rest of us put together.
Besides, not everyone can afford to buy a decent laptop/gaming pc and this is an important factor.
Some of the cars of war games had more than 5000 polys, and I made animated traffic in Zurich, (you pass a bridge over there if you remember, and engine dont crash)
I really love War Games mod, however, in my case Zurich and Portsmouth keep lagging and freezing as hell. 2 of my friends had the same problems as me. And one of them has a fairly powerful PC.
Are you sure about the 10k limit? I used this model in WG2, in the pier if you remember "Savage destroyer", and never heard about a crash on this map from anyone?
Are you sure about the 10k limit? I used this model in WG2, in the pier if you remember "Savage destroyer", and never heard about a crash on this map from anyone?
That's what Crowbar says while compiling (Vampire: Bloodlines compiler for static_props):
Alien Swarm Compiler can handle more (~22 000 in my experience), but that's for pc/npc.
Post by Strawberry_milk on May 6, 2024 17:05:18 GMT
Also:
>There are no fixed rules in determining how many polygons you use in your model, or how much texture resolution you'll use in your materials. There are upper limits of engine capability, (10,000 polygons/model, 17,433 vertices, 4096 texture size and 128 bones) but these aren't usually going to be what you're shooting for. You'll need to consider how many of the character, vehicle, or prop you're making will be on screen. If you'd like dozens of them on screen at any given time, you'll have a different budget than if you'd only like to see one of them ever on screen at a time. With humanoid characters, especially for multiplayer use, you shouldn't need to go over 4000 polygons to get a character that has enough detail to accurately describe the form, bend properly at the joints, and have enough edges to light properly. Of course you can have more than that, but with normal mapping, and high res textures, you shouldn't really need to.
Some of the cars of war games had more than 5000 polys, and I made animated traffic in Zurich, (you pass a bridge over there if you remember, and engine dont crash)
I really love War Games mod, however, in my case Zurich and Portsmouth keep lagging and freezing as hell. 2 of my friends had the same problems as me. And one of them has a fairly powerful PC.
I think the problem for this is the optimization of the map, not the model they include.
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