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Multisection Voxels and HVA filesBonesnapper07:02 28-01-2002
Re: Multisection Voxels and HVA fileshaydn04:59 01-02-2002
Re: Multisection Voxels and HVA filesViPr18:17 05-02-2002
Re: Multisection Voxels and HVA filesWill20:02 05-02-2002
Re: Multisection Voxels and HVA filesflyby23:53 05-02-2002
Re: Multisection Voxels and HVA fileshaydn03:50 06-02-2002
Re: Multisection Voxels and HVA filesViPr06:23 06-02-2002
bongohaydn06:12 07-02-2002


> haydn how come you can't use the texturing data from the 3ds files. that seems like a major setback. btw about how many triangles are your models? i know quake3 models are around 1000 triangles.

Is setback the right context?;)
Anyway, we aren't going to carry over texturing by choice. You can texture/animate textures etc in WOLF -which acts also as a purge on any corrupted/non-compatible graphics before they reach the actual presentation engine. -a clever concept?

Also, we are deliberatly going low poly count -there is nothing special about really complex models if they are tiny on screen -which they will be -about RA2 size. This will optimise the program and allow massive armies without overly slowing play.
Most of my models are sloppy -about 100-200 triangles but could be less if I tried....


Re: bongoViPr18:05 07-02-20026
    Re: bongoWill20:51 07-02-2002
        Re: bongoViPr07:22 08-02-2002
            Re: bongohaydn07:41 08-02-2002
                Re: bongoViPr17:32 09-02-2002
    Re: pongohaydn05:42 08-02-2002


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