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Forget about polycounts then, new car comming soon...

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Freddy
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Forget about polycounts then, new car comming soon...

Post by Freddy »

Heres my latest effort, a Datsun 200L (70's shitbox) tried to keep to polys down on this one, its current count is just under 3000, needs a bit of work but will be released soon, what you think? Image

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[ November 04, 2002: Message edited by: Freddy ]

[ November 05, 2002: Message edited by: Freddy ]
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Re: Forget about polycounts then, new car comming soon...

Post by Secret Chimp »

Looks good, but the front end could use some more polys around the headlights.

3000 isn't low poly... man, the Hard_Truck is like 3600, and back when Boose modeled it everybody was like "DUDE, that's some hi-poly stuff"

So um.... yeah, sacrifice a few hundred polys for some better front-end de-flat-ifying and it'd be nif-t.
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Freddy
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Re: Forget about polycounts then, new car comming soon...

Post by Freddy »

well 3000 is low by todays standards atleast, there is quite a bit of detail around the lights, just can't see it very well in that pic
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Re: Forget about polycounts then, new car comming soon...

Post by Small Block »

Yes! More late '70s/early '80s jap boxes is what we need!

I love the Crown. This one looks even better!

Oh, and 3000 polys IS low-poly for a full-blown car....it just looks great, though.
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Re: Forget about polycounts then, new car comming soon...

Post by Qwerty_86 »

Nice car. 3000 polys isn't lowpoly. You want to see low poly, this is low poly:

Image

That's about 800-900 polys.

[ November 04, 2002: Message edited by: Qwerty_86 ]
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Re: Forget about polycounts then, new car comming soon...

Post by Boose »

Dammit, 3000 is HIGH POLYGON COUNT, bare with it. It was my mistake to release a 3200 (not 3600, Chimp) faces hard truck, don't put it up as an example

But heck, 3000-3500 polys is cool with me afterall, and damn that thing Freddy made looks slick! Coolness!
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Re: Forget about polycounts then, new car comming soon...

Post by Tactical Police Demolition Unit »

That thing looks like it is as smooth as ice. It's really sweet looking.
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Freddy
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Re: Forget about polycounts then, new car comming soon...

Post by Freddy »

Well regardless of the polycount of this car, I don't think anyone should have any performance problems with this one, no texture is above 128x128 and not many have been used, it runs silk smooth on my machine, where some cars slow it down. Thing is I know 3000 is not 'low' but compared to the 6-7k+ cars which have been released lately it is, I too have been guilty with that riced crown, which was 6k, looking back it was too high, but I got a bit carried away with that car. Just wanted to make a car which still looks good without using loads of polys, I think 3000 is about right, any lower and cars can start to look a bit simple.

[ November 05, 2002: Message edited by: Freddy ]
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Re: Forget about polycounts then, new car comming soon...

Post by Kruszchev »

3000, 4000 polys ant hig at all, considering that my 2 first relises (one will come VERY soon) contain hrmmm 9800 to 9900 (the smaller offroad pickup, and the other one contains 7800-7900 polys on the larger "thing", They run smoothly on my comp and yes i have a crapy graf card, due to the small size of the skins)

BTW the reson that the 800-900 poly car above that dodge roadmaster (i dont know if that is the real name) is proly cuz it donsnt seem to have any engine (300-1000 poly) or any interior (witch can contain several thousan of polys) But what game is the car 2, dont recon the model nor the game

(and would it be possible to have a look at the model i have 3dsm and cared) i guess the car woud have about 4000 polys if it had a interior

BTW almost forgott Freddy that car looks to nead some more polys on the frontm otherwise it seems to be good enough for mee
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Re: Forget about polycounts then, new car comming soon...

Post by AdR »

Boose:

Dammit, 3000 is HIGH POLYGON COUNT, bare with it. It was my mistake to release a 3200 (not 3600, Chimp) faces hard truck, don't put it up as an example

But heck, 3000-3500 polys is cool with me afterall, and damn that thing Freddy made looks slick! Coolness!
what a bitch... 3k is perfect! great work on that one Freddy
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Freddy
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Re: Forget about polycounts then, new car comming soon...

Post by Freddy »

Thats what I thought 3000 is about right. Anyway judge for yourself its out now at SoD!
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Re: Forget about polycounts then, new car comming soon...

Post by Econobrick »

slick-ass job fredster!

i don't think it's a good idea to call the guy who runs your site's server a bitch.



[ November 05, 2002: Message edited by: Econobrick ]
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Re: Forget about polycounts then, new car comming soon...

Post by Boose »

Datsun is great indeed, but physics lacks some action, so it's not that fun with that wooden suspension. And i think turning angle should be a bit bigger. I luved the model tho! Very accurate, your style!

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Re: Forget about polycounts then, new car comming soon...

Post by Freddy »

Yeah maybe this physics do need some tweaking but having never driven a car like this I don't know how they handle, so I just had a guess, I think it handles ok, but whether it is realistic I dunno, glad you like the model
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Re: Forget about polycounts then, new car comming soon...

Post by Boose »

Well, when if don't know how the vehicle should handle i give it a shot to the fun factor, not to realism.
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Re: Forget about polycounts then, new car comming soon...

Post by Freddy »

Well feel free to have ago yourself......
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Re: Forget about polycounts then, new car comming soon...

Post by Boose »

hehehhe, ookay
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Re: Forget about polycounts then, new car comming soon...

Post by tmada459mm »

quwerty, man you crack me up i have that car and if you don't believe him it IS low poly, lol. and what were you doing taking it on the ORM anyways? lol
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Re: Forget about polycounts then, new car comming soon...

Post by autopilot »

querty who made that shiny red wagon? i want to mash the shit outta it! where can i get it!
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Re: Forget about polycounts then, new car comming soon...

Post by autopilot »

boose: how on earth did you take multiple screen shots like that all at the same time

if you were in software mode i would understand how, but in hardware i though you can just use print screen and paste it somewhere after
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Re: Forget about polycounts then, new car comming soon...

Post by Beroc-Lord of Destruction »

autopilot:

boose: how on earth did you take multiple screen shots like that all at the same time
ah.... the wonders of Paint Shop Pro/Photoshop... where you can take multiple images... and make them into one....
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Re: Forget about polycounts then, new car comming soon...

Post by tmada459mm »

autopilot:

querty who made that shiny red wagon? i want to mash the shit outta it! where can i get it!
it's for midtown madness 1, not carma. but that would be cool though
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Re: Forget about polycounts then, new car comming soon...

Post by autopilot »

yes, but that is the same scene, i dont think he hit that ped the exact same time/place 5 times in a row taking 5 seperate shots
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Re: Forget about polycounts then, new car comming soon...

Post by tmada459mm »

autopilot:

yes, but that is the same scene, i dont think he hit that ped the exact same time/place 5 times in a row taking 5 seperate shots
dude, he probably just paused it in replay mode, and changed the view 5 times. at least that's probably what he did....................BOOZE!..........we need your help
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Re: Forget about polycounts then, new car comming soon...

Post by Qwerty_86 »

My red Caprice is for Midtown Madness 1. I made it in 3DSM. It doesn't have an engine or interior. It currently has about 5 256 X 256 texs mapped to it.
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Re: Forget about polycounts then, new car comming soon...

Post by autopilot »

yea i know.. i could do it if i can actually get outta carma after opening it, i donnt know how to minimize carma and open photoshop and paste the shot, maximize carma, print screen etc.. the only way i know how to get outta carma while its playing is if someone sends you an IM on aim or something hehe
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Re: Forget about polycounts then, new car comming soon...

Post by autopilot »

oh cool querty.. thats why its so low polyied, you can make stuff like that for C2.. like C2 scientists golf..

are all the cars like that set up in midtown madness? i think i played the demo of that game years ago and didnt really like it, as the cars werent trashable
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Re: Forget about polycounts then, new car comming soon...

Post by AdR »

Econobrick:

slick-ass job fredster!

i don't think it's a good idea to call the guy who runs your site's server a bitch.



[ November 05, 2002: Message edited by: Econobrick ]
Well, he's bitchin', that's what bitches do, right? I mean, c'mon! look at that car, is 3k and looks great, there's no reason to complain about anything.
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Re: Forget about polycounts then, new car comming soon...

Post by Boose »

Ha! Never thought that picture would involve that much talk... anyways, it was done the following way (you guessed it all right).

1) stop the replay at certain point

1.1) move the "manual" camera to the angle you want (arrows to zoom in and out and CNTRL+arrows to move camera up and down)

2) ALT+PrintScreen

3) ALT+TAB (to change between applications, so this way i can get back to my desktop with carma 2 running in the background)

4) and paste the thing in to Photoshop

5) get back to Carma 2 with ALT+TAB again (or just click it at the toolbar)

6) repeat untill you're satisfied with the amount of different screenies.

I hope that explains it. Nothing special really.
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Re: Forget about polycounts then, new car comming soon...

Post by Boose »

I wasn't talking to you ADR, you decide on your own models and leave me well alone now. You have no respect for me, neither will i have respect for you. Or you don't find that right?

(sorry Fred, 'bout this shit on your thread, we'll make it simple and short)
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Re: Forget about polycounts then, new car comming soon...

Post by C2 Scientist »

Boose, this is more simple, don't you think:

-Shift+D takes a screenshot, and saves it as BMP-file in data-folder (it creates a new file with each click)

-Then you open the files in Photoshop/PSP/whatever.

ALT+TAB doesn't even work for me, it just says: "Task switched, running in background". Game doesn't even pause, the car continues its going, until I ALT+TAB "back" to the game. At least in Hardware-mode. (Glide) What's your renderer?
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Re: Forget about polycounts then, new car comming soon...

Post by autopilot »

shift + D only works in software mode.. at least for me, in hardware i just get blackness.

the alt+tab thing works for me though, so thanks boose!
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Re: Forget about polycounts then, new car comming soon...

Post by Boose »

Glide is way different from D3D. And since i use D3D i get black shots when press Shift+D as well, so that is my way.
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Re: Forget about polycounts then, new car comming soon...

Post by Qwerty_86 »

autopilot:

oh cool querty.. thats why its so low polyied, you can make stuff like that for C2.. like C2 scientists golf..

are all the cars like that set up in midtown madness? i think i played the demo of that game years ago and didnt really like it, as the cars werent trashable
The cars are around 600-1200 polys on average. Some have gotten higher poly cars in. Most of them don't have interiors or 3D stuff. The highest poly car ever made was like a 2003 Dodge Ram Hemi @ 2600 polys.

The cars don't have damage modelling, they use damage textures. One damage texture for each regular texture. One tex for side, one tex for side damage, etc.

I dunno how to make cars for Carma. I d/led Plaything once and it crashes every time i clicked it.

Visit here for the MM community forums: http://boxdesigns.teamdr.net/forum/index.php

[ November 07, 2002: Message edited by: Qwerty_86 ]
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Re: Forget about polycounts then, new car comming soon...

Post by Kruszchev »

originalby qwerty

The cars don't have damage modelling, they use damage textures.

well,probablecuz MM1 dosnt have a damage (game)engine that is as advanced as carma2`s

i doubt there arent many games that has as advanced smash system as C2 (i doubt TDR)

and it also might be cuz microsoft made MM1

they arent known for having advanced programing in their games
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