Diedel wrote:I don't know how many that Gauss gun has, and I don't really have an idea how many polys you need to make a powerup look good.
Eagles' hires Pyro has about 1500 polys, which is no problem for standard rendering, but gets pretty expensive with the new style lighting (actually that is vertex and not polygon dependant, and as polys usually share vertices it may have less than 1500 verts). With the standard lighting, 500 doesn't hurt. So I'd say 500 polys is a heck of a lot already for a powerup, and maybe too costly for all but the most powerful gfx cards with the new style lighting. Is 150 to 250 too few polys?
Maybe you let me know how many you'd like to use?
Well Ive gave it alot of thought,and to be honest I may need to find some help, been checkin out some tuts and such, but here's the thing..
Back in the Quake2 days a model had somewhere around 700 polys (models) I made a couple of them years ago, so Im pretty noob to the low poly creation ,but I understand it somewhat (making good leg/arm joints still kinda confuse me). Some models will be easy to create at that level (the 150/250 range), will it be ok if a few of them move upto 700 or so? for example to get a good looking guass may take a few hundred more polys than the others due to the multiple tubes, as long as its fairly flexible 250 to 700 should (i think, but heck im not sure) be able to get on par ,look wise, with the sprite ani'z,,
man I hope I can even come close to what kuman has created,that vid post from tiger was awesome stuff, wish we could jus slam his stuff in there
Im still workin towards it though, its jus gonna take me quite a while longer than the 2d stuff.
Theft,, man thanks for workin some textures, that kicksarse

cant wait to see them..