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Posted

roadcurvelong45lramp01 (one of the largest meshes) has been reduced from 49630 to 36215 triangles. I removed 3701 by hand. Took me roughly 5 hours >.

Posted

Wow that is dedication right there even over your original dedication! Not many people would have listened to the feedback, nevermind gone out their way to do this. Try and search Creative Crash or something for some scripts to help you out if you haven't. I don't want you to get fed up with it and smash your head through the monitor.  ::D:  I got my Maya 2015 today too with a student licence (you don't even need a student email or proof) and everything is just wonderful compared to 2014. 

Posted

Did they tell you about getting a mod author badge yet, duke? Our admin has been busy if you already sent him a message.

I'd do it duke because the staff can't be bargained with, they can't be reasoned with, they don't feel pity, remorse, or fear. And they absolutely will not stop, ever, until you get that badge.

Posted

Yes, they did tell me to contact someone whose name consists of lots of numbers, but I didn't bother with it, sorry. I'll do it later, I promise :P

 

@SparrowPrince

Scripts won't help me. Max 2012 has amazing modeling (Graphite) tools. It was a worthy upgrade after 3DSMax 3.1 which was still in the hands of Kinetix XD

Back in the early 2000s I've tried a lot of stuff. Houdini was made for aliens, but got more user friendly, ZBrush was made for aliens and still meant for aliens. Maya used to have a superior particle system, but the modeling tools were far inferior so I wasn't really interested. Blender is quite alright and I have it installed for importing/exporting stuff that Max can't handle. I also used that for modeling (practicing) and it's not better than Max 3.1 nor worse. Oh, and there's Modo that began its career as nothing but a modeling software, but I wasn't impressed.

 

As you can see I have no idea what Maya can do these days.

Posted

I'd do it duke because the staff can't be bargained with, they can't be reasoned with, they don't feel pity, remorse, or fear. And they absolutely will not stop, ever, until you get that badge.

Your derisive comment has been noted.

 

Just a word of warning... I used to work for one of those shady gov't programs with extremely low ethical standards. Laser planes, just sayin'... we will find you. :ninja:

Posted (edited)

Well you could get a trial for 30 days duke. If I got a student licence somehow I am sure you can. It is for 3 years at a time too!  Ess I should have just put the full Terminator quote and used "dead" then being that you are really Rambo and all!  :lol: Bring it!  :;):  Also, what is the story behind Z's name anyway? Is it a model number like Johnny 5 or some other 80's robot? Or is it like the Agent 47 barcode? Could we scan it at a supermarket?

Edited by Guest
Posted

I think I saw a documentary on that project, the one where you fill the enemy's house with popcorn kernels and tin foil ignite it with the aircraft based laser?

Love that movie. 

 

SP, I think it is the patent number for whatever type of android he is. Probably, something owned by the Tyrell or Weyland-Yutani Corp.

 

Now we're getting into some really geekish stuff. 

Posted

Btw. I have 2 questions.

 

1. How does a collision mesh affect performance? I will need the exact same mesh, it's a road after all.

2. Would adding the vanilla road meshes as LOD be a good idea?

Posted

Collision should be much more simplistic simply because the more detailed it is, the more calculations are needed to resolve the detection. For your meshes, vanilla Skyrim collision would be perfectly viable. Most will not notice that items can't fall in cracks, or like me, they won't care. If you want to create more detailed collision from your models, you are looking at a 50 to 75% needed reduction. On your other question, I would say give people an option, but make sure you remove the collision as its not needed.

Posted (edited)

Well, I can't really go lower or the extrusions will be flattened entirely. Those who care will notice their foot being inside the rocks (although it has almost enough leeway) and not floating above the cracks.

 

I just did some tests in game and the difference in shading is like heaven and hell. I'm standing on an optimized one. The ones further away are the old ones

https://cloud-3.steampowered.com/ugc/589160126696871119/775C0495BF213FADAB00E7A403D0A6F581C42D49/

 

Edit: that may actually just be a normal issue.

Edit2: not the normals.

Edit3: I'm starting everything from scratch and remove nothing, but the redundant triangles.

Edited by dukefx
Posted

Finally got to try this mod out. Simple conclusion for me: these roads look better than SRO +Parallax or HD2K+Parallax. Really liking this a lot. Thanks for the mod dukefx!

 

Can't wait to see even more improvements coming up.

Do you have screenshots? Judging off of Octupuss' screens, this mod and SRO looked bad.

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