 | | Re: Inexplicable error in LPub
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(...) OK, then I will await patiently. (21 years ago, 22-Jun-05, to lugnet.cad)
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 | | Re: Seemingly insane poly counts in official games - how?
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(...) Yeah, I considered that, The other way I thought of doing it is to create some sort of projection volume for each tri (Basically the halfspace stretching from the front face of the tri out to infinity), then clip that by the other tri's in the (...) (21 years ago, 22-Jun-05, to lugnet.cad, FTX)
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 | | LPub 2.4.5.0 available
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LPub 2.4.5.0 is available: Fixes: Overwriting of LPub\LDraw files now happens without warning. Syntax parsing problems on POINTERS now fixed. Pointers and multiple instances of callouts in nested callouts now works. LPUB MULTI_STEP SEPARATOR 0 0 now (...) (21 years ago, 22-Jun-05, to lugnet.cad)
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 | | Re: Our Lego wedding creation
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(...) Good Luck Jeff! Back in 1978 TLG came out with an interesting set with the big people (you know those big heads that show up in boxes of Lego at garage sales)... That set was #205 Wedding set. The bride has auburn hair, the groom a mustache (...) (21 years ago, 22-Jun-05, to lugnet.build, FTX)
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 | | Re: Seemingly insane poly counts in official games - how?
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(...) Hmm, How many poly's in that model? and what game is it a mod for? Balancing poly budgets in games is a non-trivial problem, how you do it is very dependant on the game, how many instances of a model is the game expected to render at once? how (...) (21 years ago, 22-Jun-05, to lugnet.cad, FTX)
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 | | Re: LPub 2.4 available
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Thank you! :-) (21 years ago, 21-Jun-05, to lugnet.cad)
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 | | Re: Seemingly insane poly counts in official games - how?
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(...) One way to do this would be project rays through a model, selecting rays with random angles. Keep track of which polygons in the model initially (and finally) intersect the ray -- these polygons are visible. Repeat this process for enough (...) (21 years ago, 22-Jun-05, to lugnet.cad, FTX)
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 | | Re: Seemingly insane poly counts in official games - how?
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(...) IIRC someone did do a mod to Simcity that turned the buildings into LEGO ones. I remember that simcity came with its own building designer, but IIRC these were somehow imported from LDraw. (I'm NOT a techie guy, and you know that, so forget (...) (21 years ago, 22-Jun-05, to lugnet.cad, FTX)
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 | | Re: Seemingly insane poly counts in official games - how?
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(...) I hadn't thought of that. So the studs don't quite exist, the game engine just knows where to draw them, right? Indeed, the studs don't seem to cast shadows, though they are shaded. -Stefan- (21 years ago, 22-Jun-05, to lugnet.cad)
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 | | Re: Seemingly insane poly counts in official games - how?
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(...) Well, you're partially right, but the amount of polys per model would still be ridicilous (sp?) due to the tubes and studs still existent on the top and bottom. (URL) (...) That is an interesting idea. For BrickSpace, the game mod I'm making, (...) (21 years ago, 22-Jun-05, to lugnet.cad, FTX)
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