Nerf Longshot?IndianaJoe wrote:any idea what the inspiration was?![]()
Nice models everyone!
Moderator: Moderators

Nerf Longshot?IndianaJoe wrote:any idea what the inspiration was?![]()

no, actually it was this: Mk14EBRcomputergeek wrote:Nerf Longshot?IndianaJoe wrote:any idea what the inspiration was?![]()





Why would you need to cut it down? Right now you can still add in a thousand polys or so and get away with it.Darqeness wrote:MA5B assault rifle from Halo. Sitting just under 700 polys at the moment, might have to cut it down a bit for the 3rd person model.
Wires:Hidden/Spoiler:
Hidden/Spoiler:


Less polys on cylinders means more polys elsewhere.Fiodis wrote:However, reducing the polies on the cylinders down to eight or ten won't make much of a visual difference. As long as you can save resources with a few second's extra work, why not?


1) You can munge your own animations, but there's no support for creating any animations that involve separate parts to the weaponmodel (they can only be static).Darqeness wrote:1. Is the option there to implement your own fp reload animations or are we stuck with the default goldeneye style reload? Just wanted to know this before I go and make the clip a seperate element.
2. Is there a guide to the recommended/max polycounts for various objects (biped, scenery, vehicle, fp, 3p etc)? Search doesn't turn out anything concrete.
Despite these being written guidelines these are on the low end of the scale. I wouldn't exceed about 5 or 6k polies for any single object (although there are a few in the stock game that have in excess of 10k, I believe) and for vehicles and characters it's a good idea to stick in the sub-4000 range. For weapons, maybe shoot for around 1500 as an upper bound. Optimization is always best, though, and I'm sure that others may have different (and better-educated) opinions on these limits too - they are obviously not hard and fast.Polygon Count Limits (general guidelines):
Props - 0 - 500 polys
Buildings - 200 - 3000 polys (the higher end of this spectrum represents large buildings with large interiors)
Vehicles - 1500 - 2000 polys
Characters - 1500 - 2000 polys



Huh? I made plenty of *over 4-sided* polygons in my models and they are all fine.mswf wrote: 1. For your poly-count, did you take into account that you have to turn everything in quads and triangles before exporting because SWBFII doesn't support polygons with more than 4 sides?



