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Tiberian Genesis Mod

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If you make many LODs where the poly count has been decreased very very much its not a big problem to have such a very very high poly count.

But as hardrock said, for regular soldiers its actually toooo much wink_o.gif But the soldier looks excellent !

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Like said above, ~7000 faces is waaaaayyyyy too much for basic soldier model. The model itself is nice, but what I can tell from screens, it has LOTS of useless faces. Some ways to reduce the polycount:

-Absolutely no point making small cylinders of any more than 10 sides. Use smooth faces to make them appear round, not extra faces.

-Many things in that model can be done with simple shadows in textures, for example: kneepad detail, vest detail, etc. Look how for example OWP made their Mi-8 crews, detail is mostly in textures and not in model.

Sure you can make lots of lods, but that kinda kills the idea of having detailed model when most players can only see the lower lods, unless they are right next to soldier.

Take this as constructive criticism wink_o.gif. Looking forward to your mod, I've always wanted to blast around with Titan pistols.gif.

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you guys are goign the wrong way...

these details can be all achieved by textures

how to optimize an addon:

first

carefully plan ur model

things liek teh areals can be doen ve planes or 3segment cylinders.

even if your model has 15 lods

and the 0 lod has that much faces it will lag

also many textures means much cpu impact

keep the texture count low

this is even more important than polys

and ive had several chats with you guy on that topic...

dunno why you dont see the point.

specially

its a "regular" unit no protagonist or special unit

and even for army that is too much

regular vbs1/arma units have about 4000 faces

and that poylcount on those units together with the buildigns

will cause permanetn slow-mo gameplay

im studying game design so i know wot im talkin about..

im not insulting your guys

the models are fantastic

but not very game friendly sad_o.gif

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jeez ppl, stop lecturing us on how to do stuff, we all know sam overdid it, and he's fixing it, shut up about it already

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there only trying to help you create a mod that is playable aswell as looking nice, if you cant accept CC then why do you mod at all?

CC is always going to happen with any mod/single modder, so dont think its just you, i mean cmon, put down a squad of those units as they are with out being optimised and see the amount you lag

Wildo

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Quote[/b] ]jeez ppl, stop lecturing us on how to do stuff, we all know sam overdid it, and he's fixing it, shut up about it already

If no one had said anything, your mod would be up the creek with a laggy paddle.

EDIT: If anything, you should be thanking people and lose the bad attitude. whistle.gif

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jeez ppl, stop lecturing us on how to do stuff, we all know sam overdid it, and he's fixing it, shut up about it already

LOL i hope ur not acting on as PR for the mod, cuz really this kind of attitude sucks. No one even came close to trying to offend anyone in ur mod, flaming back is sad.

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Hey, don't you think you should give them a break?

They said they're gonna fix it. So what's the point in carrying on the conversation... I don't think Cheetah was going to offend anybody. smile_o.gif

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Quote[/b] ]LOL i hope ur not acting on as PR for the mod, cuz really this kind of attitude sucks. No one even came close to trying to offend anyone in ur mod, flaming back is sad.

lol, and now he's gonna get 10 people telling him how rude he is. there's no winning i guess. biggrin_o.gif

anyway, i just wanted to say that you guys are doing an awesome job, and i really look forward to any releases. i'm also curious about how you guys are approaching the gamplay shift from an RTS to OFP. i know i thought a lot about this when i imagined what a starcraft mod for ofp might be like; the one problem i always ran into was the vast difference in combat: whereas in a typical RTS you either hit or you don't, and it takes several hits to kill even a soldier, OFP can be fairly accurately described as closer to the opposite end of the spectrum (one hit kills, or at least one hit disables). what are your thoughts on balancing OFP gameplay with CnC gameplay?

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Guys,

dont worry about the attitude, ill adress him about it and the rest of this mod has a nice attitude as far as I know tounge2.gif

Anyway, just as ag_smith said lets keep this topic to Tiberian Genisis only and lets not make it a flame topic wink_o.gif

Btw, you guys are all right about that model. but remember that Sam is redoing the soldier.

God of Death / Rick

Co-leader

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hi @ all

I know what I have to do when the face count is too high--->

i reduce it

My modelling procedure:

1.At first I look for good ref pics

2.Then I create the model with all the details (and show it in the

forum)

3.At the end I reduce the face count to get a good performence

OK?

So please don`t say anything about the face count in the future, when you see one of my models

@.pablo.

As far as I know does every soldier get a amor-value for the body, arms and legs. So if the body is hit maybe two or three times the soldier will survive. But a head-shot will be deadly.

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Nice work, guys...

RTS vs Deadly one shot kill OFP gameplay:-

hehe..forces anyone from the RTS crowd to play it smart..none of that rambo stuff no more!...teamwork and tactics - more than one way to skin a cat.... whistle.gif

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i cant like flamming posts ^^

but... sam has redone it, and its now perfect! but... the TG mod think, we cant release at xmas sad_o.gif

all are very busy (with intern things, school exams, and some another things, and that xmas time xmas_o.gif )

But we think we are ready to release the GDI Tech Level1 at silvester, like a good startfor the new year 2006!!!!

but its only maybe, we arent sure about that!

a very big sorry!

ltrs

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Guest [B.B.S.] T_D

It's the day before new year (31.12.) wink_o.gif

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i think some ppl here missed my point

I don't have a problem with constructive criticism.

my problem is that sam knew very well what he was doing, and that the poly count was too high.

You ppl are wasting time, energy and BI forum webspace, trying to tell us what he did wrong, that was his decision and i should think that was pretty obviuous to begin with.

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Okay, that issues cleared up then. Can't wait for a release whenever it is. This is the main ofp release I'm looking forward to, so take your time on it. thumbs-up.gif

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Hey at all!

Sorry for no release on xmas huh.gif

We have tried to finish that soldier, but wasnt enough....

sorry for that, we hope we can get it in the new year, like 1.1.06, but isnt sure too... a very big sorry!

The Tiberian Genesis Mod Team wishes you all a merry christmas and a happy new year! hope the 2006 comes better as the 2005!

christmas2.gif

-=>B.I.G Preview<=-

ltrs

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YOOOO

Wazz up with you all?

Well finally we got some news. But this time from the Juggernaut. Its totally redone. New model, New Textures, New config and new scripts. You'll see 9!!!! pictures of the jugger INGAME!!! yay.gifyay.gif but first some other news. We have rethought our way of making this mod. We first thought that it would be fine if everyone can make whatever he or she likes, but... thats a big chaos. So from now on we drop all our projects and finish the basic units first like the powerplant and so on. So we will be releasing Demos according to tech levels. so first we release tech level 1, then tech level 2 and on and on and on.

Well enough chitchat for now. Here are the pics of the jugger:

PIC 1

PIC 2

PIC 3

PIC 4

PIC 5

PIC 9

PIC 6

PIC 7

PIC 8

Well thats it for now folks

Latr

- Rick

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Looks pretty good thumbs-up.gif but would'nt it be better to show us some screens from the first demo ?

Keep up the good work. thumbs-up.gif

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Remaking the entire thing wasn't required!! you guys have a jugernaut fetish? it's about the only thing you show to us! tounge2.gif

Nontheless, It looks great, and I hope you people book some progress, so we can get in the mood before we're used to ArmA wink_o.gif .

EDIT: here you can see the old version of the juggernaut, bearing the number "45".

here is the next version of the juggernaut, "number 46" ..... Don't tell me you've.... actually been... like... *faints*

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Remaking the entire thing wasn't required!! you guys have a jugernaut fetish? it's about the only thing you show to us! tounge2.gif

Nontheless, It looks great, and I hope you people book some progress, so we can get in the mood before we're used to ArmA wink_o.gif .

EDIT: here you can see the old version of the juggernaut, bearing the number "45".

here is the next version of the juggernaut, "number 46" ..... Don't tell me you've.... actually been... like... *faints*

We have showed to you guys many things, look on ofp.info and search "tiberian" then you can see some things nener.gif

And yes, we are finishing the strarted projects, and go back to the new rule, like doing Addons in the thechlevel formations!

And the mod is FOR Armed Assault! We would try to release tech level1 of GDI & NOD in OFP Resistance, and the rest we think we release in ArmA.

This with that numbers...lol biggrin_o.gif its a random script, dunno why now you see 45, then 46 nener.gif its just random

soon you guys can see some weapons from GDI, like the Assault gun an more more more wink_o.gif (but they arent textured yet!wink_o.gif

ltrs

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very nice juggernaut biggrin_o.gif it looks..perfect! thumbs-up.gif

if thats the size of the juggernaut i can't wait to one day see the mamoth mk 2 crushing infantery & nod buggies with its feets yay.gif keep up the good work TG mod smile_o.gif

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