I'm not 100% happy, neither I'm sure about how much wet does it look.
Yes. Yes. I am pleased. Can we please get these into WCP/SO as well?
First of all, really awesome work here! As for the poly capping, we start having issues from 60k polys and more. Other troubles seems to appear too with some models, though if you got it to work in HWRM already, the specific issue I am thinking about should not appear at all. So, yeah, if we can tinker the FX for their shots, the fighter seems to be already good for integration. Just for curiosity, did you do the integration through the good old CFHod and did you use RODOH/HODOR afterwards?I sort of remember DefianceIndustries saying somewhere that these models should be capped like 2500 polies, no more.
Or am I wrong? Or t'was some other guy? Or whatever.
No, you're right, there is a cap for models in WCP/SO. And the cap is actually closer to around 1500 polys. The trick is that WCP/SO allows ships to be built from multiple models, where each model is a part of the whole. This, of course, is how turrets and capship components are handled, but also other things - for instance, the rotating pods on some WCP fighters. This mechanism therefore allows us to import ships with a much bigger poly count. Of course, we don't know how the game will behave if there are dozens of ships like this flying about, but hey, maybe it will still be fine.I sort of remember DefianceIndustries saying somewhere that these models should be capped like 2500 polies, no more.
Or am I wrong? Or t'was some other guy? Or whatever.
Oh, yeah, sorry, that's indeed what I was talking about, especially as the ship was already showcased with the HWRM engine and Defiance is also working on that mod. BTW, the multi-mesh trick is also how we got around the poly limit on the software used for integration, though we are now facing additional issues.No, you're right, there is a cap for models in WCP/SO. And the cap is actually closer to around 1500 polys. The trick is that WCP/SO allows ships to be built from multiple models, where each model is a part of the whole. This, of course, is how turrets and capship components are handled, but also other things - for instance, the rotating pods on some WCP fighters. This mechanism therefore allows us to import ships with a much bigger poly count. Of course, we don't know how the game will behave if there are dozens of ships like this flying about, but hey, maybe it will still be fine.
Oh, and @L.I.F. above must clearly be talking about the Homeworld mod. We must be careful not to get confused about which game we're talking about .
As for WCPSO limits: okay, 1500. I can send the actual models to @DefianceIndustries for him to take a look and I shall check personally where I can cut down some more polies. That may be helpful for HWRM models as well, actually.
Heh, I know what it is to have other projects, I'm doing a Physics PhD right now. ^^ Plus, the incredible speed of the mod a few months ago was mainly because the Saga team offered us their meshes and textures so the hard work was already done. So, no, noone is pressing anyone to "work faster" or shit like that.As for the mod: as I stated earlier in PM, I work slowly, really slowly. You'll have to deal with it. Next, integration: no, I didn't use ol' good HodEd. Just grabbed on of my daes from other projects and threw in new mesh, new textures and nodes.
Next: no, I won't share the models/textures. I mean, yes, earlier I suggested DefianceIndustries to have the meshes, but hell, I absolutely hate to share my sources. You can have the exported hods, though. I don't mind joining the team, but keep in mind I have other projects and well, I don't have a full grip on the insides of the HWRM and how it works.