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Posted: Sun May 02, 2010 1:26 pm
by madpeople
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.

Posted: Sun May 02, 2010 5:32 pm
by Orion
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.

Posted: Mon May 03, 2010 3:21 am
by Dracus_Prime
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... :whistle:

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 :bang: , I think I'll go play allegiance for a little while... :lol:

edit...nm it does like it... w/e

Posted: Mon May 03, 2010 4:53 pm
by fuzzylunkin1
Oh jeeze no offense but if you want to spam homework (or whatever it's for) please do it in Off Topic.

Posted: Tue May 04, 2010 11:18 pm
by Dracus_Prime
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.

Posted: Wed May 05, 2010 6:26 am
by Dracus_Prime
Wait wait WAIT!!! Alleg engine ONLY recognizes triangular polys??? :bang: 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.

Posted: Wed May 05, 2010 2:07 pm
by Orion
Dracus_Prime wrote:QUOTE (Dracus_Prime @ May 5 2010, 01:26 AM) Wait wait WAIT!!! Alleg engine ONLY recognizes triangular polys??? :bang: Is that just for collision recognition or for the physical models?
ROFL.. This is not an Allegiance limitation, this is a hardware/DirectX/OpenGL/Everything limitation. Everything uses triangles. This is nothing new :P

Posted: Wed May 05, 2010 4:51 pm
by LANS
Dracus_Prime wrote:QUOTE (Dracus_Prime @ May 5 2010, 02:26 AM) Wait wait WAIT!!! Alleg engine ONLY recognizes triangular polys??? :bang: 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.
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.

Posted: Wed May 05, 2010 5:06 pm
by SpaceJunk
I say this is solved Mythbusters' way.

Make a cube model with square polys. Load it in Allegiance. If it doesn't explode, add gunpowder.

Posted: Thu May 06, 2010 3:54 am
by Adaven
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.