I was going to say that the fact that the engine can handle high poly counts on a good computer isn't an excuse to be lazy (+ there are the people with slower PCs).
That said, there is nothing to stop you releasing multiple resolution versions - a low, medium and high poly versions - the low poly ships by default, people can optionally install high poly versions.
Sneak peek of my GT reworks
Right, I'm not recommending you use 50k polygon models by any means, I'm merely saying that you can get away with higher detail than 500 polygons; somewhere on the order of 1000-2000 polygons for a fighter should be low enough; of course you'll want to test it more thoroughly than I ever did. For less common models, like bombers maybe up to 3000 polygons, for capital ships maybe 5-9k polygons.
Last edited by Orion on Sun May 02, 2010 5:33 pm, edited 1 time in total.
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Dracus_Prime
- Posts: 64
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- Location: Ten-uh-c in da USA
Well this has no relevance whatsoever to Allegiance or my modeling, but basicly this is what I havee been doing when not playing allegiance or working on my models...
Ksp: pH and Common Ion Effect
Just as a review since it is relevant to the example problem:
COMMON STRONG ACIDS AND BASES:
ACIDS: Strong: HCl, HBr, HI, HNO3, H2SO4*diprotic*, HClO4. Most other acids are weak.
BASES: Strong: LiOH, NaOH, KOH, *the following bases are all diprotic*; Ba(OH)2, Sr(OH), Ca(OH)2{^2}. Most other bases are weak.
Ex1: Manganese(II) hydroxide, Mn(OH)2, is sparingly soluble in water: Ksp of Mn(OH)= 4.6E-14 at 25°C. Calculate the solubility of Manganese(II) hydroxide at that temperature in...
a) pure water
b) a solution of pH 11.00
Solutions:
Mn(OH)2(s) ⇌ Mn{^2+} (aq) + OH{^1-} (aq)
Ksp = ([Mn{^2+}] [OH{^1-}]{^2})/1
a) ®ICE table
_____Mn(OH)2(s) ⇌ Mn{^2+} (aq) + OH{^1-} (aq)
I)_____-___________0__________0
C)_____-__________+x_________+2x
E)_____-__________+x_________+2x
4.6E-14 = (x)(2x){^2}
----> (x+0)(2x+0)(2x+0) ---->F.O.I.L.---->
(x)(2x){^2} = 4x{^3}
∛((4.6E-14)/4) = ∛((4x{^3})/4)
2.257...E-5 = x
Final solution Ex1 part a= 2.3E-5 M
b) First convert pH to pOH since we are dealing with the hydroxide ion:
pH= 11.00 ----> 14-11 ----> pOH= 3.00
pOH= 1.00E-3
®ICE table
_____Mn(OH)2(s) ⇌ Mn{^2+} (aq) + OH{^1-} (aq)
I)_____-___________0_________1.00E-3
C)_____-__________+x_________+2x
E)_____-__________+x________1.00E-3 + 2x
4.6E-14 = (x) (1.00E-3 + 2x){^2}
***note 2x because of estimation that 2x<<(1.00E-3) according to 5% rule***
(1.00E-3){^2} = 1.00E-6
4.6E-14 / 1.00E-6 = ((x)(1.00E-6) / 1.00E-6
x = 4.6E-8 M
Check for reasonable answer by substituting the approximate value into (x) (1.00E-3 + 2x){^2}. The of this equation equals our Ksp value, theirfore the approximation is legitimate.
The forum doesnt like the unicode double harpoon for some reason but w/e. Yeah, as you can tell I am pretty bored
, I think I'll go play allegiance for a little while...
edit...nm it does like it... w/e
Ksp: pH and Common Ion Effect
Just as a review since it is relevant to the example problem:
COMMON STRONG ACIDS AND BASES:
ACIDS: Strong: HCl, HBr, HI, HNO3, H2SO4*diprotic*, HClO4. Most other acids are weak.
BASES: Strong: LiOH, NaOH, KOH, *the following bases are all diprotic*; Ba(OH)2, Sr(OH), Ca(OH)2{^2}. Most other bases are weak.
Ex1: Manganese(II) hydroxide, Mn(OH)2, is sparingly soluble in water: Ksp of Mn(OH)= 4.6E-14 at 25°C. Calculate the solubility of Manganese(II) hydroxide at that temperature in...
a) pure water
b) a solution of pH 11.00
Solutions:
Mn(OH)2(s) ⇌ Mn{^2+} (aq) + OH{^1-} (aq)
Ksp = ([Mn{^2+}] [OH{^1-}]{^2})/1
a) ®ICE table
_____Mn(OH)2(s) ⇌ Mn{^2+} (aq) + OH{^1-} (aq)
I)_____-___________0__________0
C)_____-__________+x_________+2x
E)_____-__________+x_________+2x
4.6E-14 = (x)(2x){^2}
----> (x+0)(2x+0)(2x+0) ---->F.O.I.L.---->
(x)(2x){^2} = 4x{^3}
∛((4.6E-14)/4) = ∛((4x{^3})/4)
2.257...E-5 = x
Final solution Ex1 part a= 2.3E-5 M
b) First convert pH to pOH since we are dealing with the hydroxide ion:
pH= 11.00 ----> 14-11 ----> pOH= 3.00
pOH= 1.00E-3
®ICE table
_____Mn(OH)2(s) ⇌ Mn{^2+} (aq) + OH{^1-} (aq)
I)_____-___________0_________1.00E-3
C)_____-__________+x_________+2x
E)_____-__________+x________1.00E-3 + 2x
4.6E-14 = (x) (1.00E-3 + 2x){^2}
***note 2x because of estimation that 2x<<(1.00E-3) according to 5% rule***
(1.00E-3){^2} = 1.00E-6
4.6E-14 / 1.00E-6 = ((x)(1.00E-6) / 1.00E-6
x = 4.6E-8 M
Check for reasonable answer by substituting the approximate value into (x) (1.00E-3 + 2x){^2}. The of this equation equals our Ksp value, theirfore the approximation is legitimate.
The forum doesnt like the unicode double harpoon for some reason but w/e. Yeah, as you can tell I am pretty bored
edit...nm it does like it... w/e
Last edited by Dracus_Prime on Mon May 03, 2010 4:16 am, edited 1 time in total.
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QUOTE (fuzzylunkin1)Oh my fuzz, you need a blog.[/quote]
QUOTE (fuzzylunkin1)Oh my fuzz, you need a blog.[/quote]
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fuzzylunkin1
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Dracus_Prime
- Posts: 64
- Joined: Sat Feb 27, 2010 10:29 pm
- Location: Ten-uh-c in da USA
So question... does anyone have a decent set of sci-fi type textures that I could use? (legally) I'll definitely need to modify them, but I am having trouble finding a decent set of textures to work from, I didn't think it would be that difficult but it turns out to be so any help with would be appreciated, I'd like to at least take a look if you have something in mind. I'd like some degree of texture fo hul platting and possably stripping like on the original pt bomber etc.
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QUOTE (fuzzylunkin1)Oh my fuzz, you need a blog.[/quote]
QUOTE (fuzzylunkin1)Oh my fuzz, you need a blog.[/quote]
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Dracus_Prime
- Posts: 64
- Joined: Sat Feb 27, 2010 10:29 pm
- Location: Ten-uh-c in da USA
Wait wait WAIT!!! Alleg engine ONLY recognizes triangular polys???
Is that just for collision recognition or for the physical models? both models are primarily triangles so if i do have to modify them I can without too much effort, but the poly counts will go up (unless I remodel the boosters on the heavy int, which I may end up doing, but the destroyer will definitely have a poly increase). I need to know this before I bother finishing up any more models, thanks.
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QUOTE (fuzzylunkin1)Oh my fuzz, you need a blog.[/quote]
QUOTE (fuzzylunkin1)Oh my fuzz, you need a blog.[/quote]
ROFL.. This is not an Allegiance limitation, this is a hardware/DirectX/OpenGL/Everything limitation. Everything uses triangles. This is nothing newDracus_Prime wrote:QUOTE (Dracus_Prime @ May 5 2010, 01:26 AM) Wait wait WAIT!!! Alleg engine ONLY recognizes triangular polys???Is that just for collision recognition or for the physical models?
Not quite. Alleg collision boxes are defined from vertex-adjacent data. You can define triangles, squares, pentagons, hexagons, really any n-sided flat shape. It just so happens that all these shapes can be divided into triangles, but that's a side point.Dracus_Prime wrote:QUOTE (Dracus_Prime @ May 5 2010, 02:26 AM) Wait wait WAIT!!! Alleg engine ONLY recognizes triangular polys???Is that just for collision recognition or for the physical models? both models are primarily triangles so if i do have to modify them I can without too much effort, but the poly counts will go up (unless I remodel the boosters on the heavy int, which I may end up doing, but the destroyer will definitely have a poly increase). I need to know this before I bother finishing up any more models, thanks.
Last edited by LANS on Wed May 05, 2010 4:52 pm, edited 1 time in total.
KGJV said something once about alleg being able to handle quads, but that the AMT plugin triangulated everything anyways (although its been 4-5 years, I might have made this up). Regardless, I wouldn't be surprised if any game engine that claimed to "handle" quads/n-gons just triangulated the model at runtime, inflating the in-game polycount.
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