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  Re: Seemingly insane poly counts in official games - how?
 
(...) Hi Stefan, My guess is that the studs are a special primitive which is just attached as a bitmap. A cylinder is very quick to render and so a simple routine to map an angle to a cone bitmap which is then added in the right place wouldn't be (...) (19 years ago, 22-Jun-05, to lugnet.cad)
 
  Re: Seemingly insane poly counts in official games - how?
 
(...) I'm guessing it is because each in game object is a single instanced mesh that has been severely optimised rather than a collection of individual part and subpart meshes that are all being drawn regardless of whether they are visible or not (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
 
  Re: Coolest Brickshelf account
 
(...) (URL) I can't remember where I originally downloaded it from :( (19 years ago, 22-Jun-05, to lugnet.build, lugnet.cad, lugnet.cad.dat.models.sets, lugnet.trains)
 
  Re: Coolest Brickshelf account
 
"Jaco van der Molen" <jmolen@zonnet.nl> wrote in news:IIG4Gr.yEz@lugnet.com: (...) :) You may want to re-check periodically. I'm constantly updating renders whenever I find a better way to make them, or .mpd's whenever new missing pieces become (...) (19 years ago, 22-Jun-05, to lugnet.build, lugnet.cad, lugnet.cad.dat.models.sets, lugnet.modelteam, lugnet.space)
 
  Re: Coolest Brickshelf account
 
"Didier Enjary" <d.enjary@wanadoo.fr> wrote in news:IIH65w.1t15@lugnet.com: (...) I'm working on that. ;) (...) The classic space gallery is one of the oldest though. I'm not entirely happy with the renderings anymore, so I'll be replacing them as (...) (19 years ago, 22-Jun-05, to lugnet.build, lugnet.cad, lugnet.cad.dat.models.sets, lugnet.modelteam, lugnet.space, lugnet.trains)
 
  Re: Coolest Brickshelf account
 
(...) Very good job koyan ! and thanks to John for highlighting the gallery. Well, too much space stuff and not enough train stuff :-) ...check the classic space gallery seems to be complete , that's just amazing. Renderings looks very good (...) (19 years ago, 22-Jun-05, to lugnet.build, lugnet.cad, lugnet.cad.dat.models.sets, lugnet.modelteam, lugnet.space, lugnet.trains, FTX)
 
  Re: Seemingly insane poly counts in official games - how?
 
For the most part you're right, and that's something I had not realized. However, there are a few instances that I've seen in Lego Island, Island 2, where an ingame model actually has studs. Lately of course, there is the new SW game: (URL) So I (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
 
  Re: Seemingly insane poly counts in official games - how?
 
(...) To which game are you referring? All the ones I've seen use surface textures, not actual polygons to simulate studs. Allister (19 years ago, 22-Jun-05, to lugnet.cad)
 
  Seemingly insane poly counts in official games - how?
 
Hi y'all, I'm just curious if anyone knows how Lego gets away with their models having studs and tubes and everything in their games? It seems like the poly count would be unplayably ridiculous. -Stefan- (19 years ago, 22-Jun-05, to lugnet.cad, lugnet.games)
 
  Re: Restrict pars to LEGO set in MLCad?
 
(...) My bad: www.kclague.net/subset.exe Kevin (...) (19 years ago, 22-Jun-05, to lugnet.cad)


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