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Vehicle: ARC-170 COMPLETED
Posted: Fri Aug 05, 2005 8:18 am
by Lord-Bandu
deleted
Posted: Fri Aug 05, 2005 9:37 am
by Dragonum
hey Lord Bandu,
if you want i can ask CCCRanger, and you can use this one
http://www.directupload.net/show/d/415/phkmG34S.jpg
he had problems to make textures, so the only thing you must do is:
make textures on this arc170 and send it back to ranger with textures and i think you can make what you want with this ARC-170
edit:
and this one:
http://www.directupload.net/show/d/415/7TMqQX67.jpg
Bandu, would be cool, if you can make textures on this models.
Posted: Fri Aug 05, 2005 10:33 am
by JabbaLovesLava
Dragonum: There is one problem with those two models: you don't see how many polygons they have. In order for SW:BF vehicles to work there have to be 2000 polys or less. So, try to find out how mnay poly's each one of them have
Bandu: Looks good, you actually don't need too much work as it will be in the sky, not an actual vehicle..... for now

Posted: Fri Aug 05, 2005 10:37 am
by Dragonum
JabbaLovesLava wrote:Dragonum: There is one problem with those two models: you don't see how many polygons they have. In order for SW:BF vehicles to work there have to be 2000 polys or less. So, try to find out how mnay poly's each one of them have
Bandu: Looks good, you actually don't need too much work as it will be in the sky, not an actual vehicle..... for now

i know that SWBF use 2000 polys or less and Ranger who made the models, knows it too.
so i think this models are under 2000 polys.
dragonum
Posted: Fri Aug 05, 2005 12:52 pm
by Lord-Bandu
ok dragonum ..
PM me and il have a go.
Posted: Fri Aug 05, 2005 2:15 pm
by BeBop
Looking good Bandu! One question, when you do make it flyable, how many positions will it have? Since officially it has three positions (Pilot, Bombadier {I think}, and rear gunner) will you be able to make it that way? Cause I really don't see how that could be done.....lol.
Wiht every passing day it seem your Invisible Attack map is going to look amazing.
Posted: Fri Aug 05, 2005 2:25 pm
by Joscha
its Pilot, Co-Pilot, Gunner.
Posted: Fri Aug 05, 2005 3:40 pm
by Saturn_V
In order for SW:BF vehicles to work there have to be 2000 polys or less
<sigh> That's just bollocks. Where did you get this information ? Have you even tested this "2K poly limit" with a vehicle ?
I have. I spawned a version of this ARC170 model with over 9 and a half thousand polygons in it and flew it over a map.
The docs list
guidelines for poly counts so that the shipped game would work on a wide variety of home PC systems. Modders don't have the same obligation... but would do well to bear these guidelines in mind to make for a better game experience. There's only so much memory and polygon-moving ability in an average PC, if you fill your map with very hi-poly objects the game is eventually going to choke.
CCCRanger is a very talented modeller and he knows the score. His ARC-170 model clocks in at under 1600 polygons, the jedi fighter is 1850.
Posted: Fri Aug 05, 2005 4:20 pm
by Lord-Bandu
"<sigh> That's just bollocks. Where did you get this information ? Have you even tested this "2K poly limit" with a vehicle ?"
bit harsh.
at least he read the documentation

Posted: Fri Aug 05, 2005 10:35 pm
by JabbaLovesLava
Saturn_V wrote:
In order for SW:BF vehicles to work there have to be 2000 polys or less
<sigh> That's just bollocks. Where did you get this information ? Have you even tested this "2K poly limit" with a vehicle ?
I have. I spawned a version of this ARC170 model with over 9 and a half thousand polygons in it and flew it over a map.
The docs list
guidelines for poly counts so that the shipped game would work on a wide variety of home PC systems. Modders don't have the same obligation... but would do well to bear these guidelines in mind to make for a better game experience. There's only so much memory and polygon-moving ability in an average PC, if you fill your map with very hi-poly objects the game is eventually going to choke.
CCCRanger is a very talented modeller and he knows the score. His ARC-170 model clocks in at under 1600 polygons, the jedi fighter is 1850.
I got this information from the documentation you and every other modeler i asked questions to (except Bandu and L5R) told me to look at: The Documentation, and of course you can strech it, you always can strech stuff. I just said what the documentation said.
Posted: Sat Aug 06, 2005 5:38 pm
by Bobafett16
I'm DROOLING i can't wait for the map to come out!

Posted: Sat Aug 06, 2005 8:40 pm
by DaCheat
Re: Vehicle: ARC-170
Posted: Sat Aug 06, 2005 10:47 pm
by BeBop
starkiller962 wrote:from wat bandu told me, its just going to be a prop, as some other little surprises in the hanger.....
Lord-Bandu wrote:once Invisible Attack is out ... i will complete it by
making it flyable in time for something i have lined up

RE: Re: Vehicle: ARC-170
Posted: Sun Aug 07, 2005 3:09 am
by ShadowHawk
I am actually shocked. Sat saying "Don't look at the Docs". and someone actually read them. Those pesky bodysnatchers must be at Sat's again. BACK YOU FOUL BEAST, BACK I SAY! DON'T MAKE ME USE THIS THERMOMETER!!!

Posted: Sun Aug 07, 2005 4:17 am
by Saturn_V
Re: Shadowhawk - Lol !
Looks like I need a new macro for replies: "READ the docs, DON'T misquote them on the boards, and TEST before you post"
RE: Re: Vehicle: ARC-170
Posted: Sun Aug 07, 2005 1:42 pm
by JabbaLovesLava
This is my version of the ARC-170
Edit: Forgot to post the pic
Edit 2: Another picture:
*** This ARC i'm dping just for fun, it won't be released or anything of the kind***
PS: Hopefully Bandu doesn't mind me posting these here

Posted: Mon Aug 08, 2005 8:14 am
by Lord-Bandu
fred i think every1 knows this considerin youv got the battle over coruscant in lol
Posted: Mon Aug 08, 2005 9:04 am
by Dragonum
Bandu, you have an PM.
if not, send me an PM, with you email and i give you the first model.
dragonum
Posted: Wed Aug 10, 2005 2:18 pm
by Lord-Bandu
Finished the ARC now .
The white windows are supposed to be transparant.
