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B5-Detail level
Rick: I have emailed your hotmail, but no pictures have appeared in my mail on HUDs... just a note.
If anyone of the ITF developers can remember, how detailed was the Babylon 5 model itself? I am not talking about the hull itself but things like defense grid cannons, cobra bays, the 2 docking bays and the maint-bot launchers (I do remember myself reading about them a long time ago).
How far were these things modelled-functional? I mean, it is easy to make the details on the textures, but a bit more tricky to actually model the stuff and make it work right. How deep did you guys do it??? And at what polycounts? The B5 on the screenshots has a very smooth-detailed hull.
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Henrik Nordgren
Space Dream Factory
"I found Her" project 3D artist
[This message has been edited by Aargh (edited 11-04-2001).]
If anyone of the ITF developers can remember, how detailed was the Babylon 5 model itself? I am not talking about the hull itself but things like defense grid cannons, cobra bays, the 2 docking bays and the maint-bot launchers (I do remember myself reading about them a long time ago).
How far were these things modelled-functional? I mean, it is easy to make the details on the textures, but a bit more tricky to actually model the stuff and make it work right. How deep did you guys do it??? And at what polycounts? The B5 on the screenshots has a very smooth-detailed hull.
------------------
Henrik Nordgren
Space Dream Factory
"I found Her" project 3D artist
[This message has been edited by Aargh (edited 11-04-2001).]
Comments
I will have to return in about an hour and post a real reply.
My model, when I was laid off at Oakhurst used 4,400 Triangular Polygons, and 1.4 Meg in texture use.
I'll come back with the docking bays and all that stuff in a little while.
[img]http://216.15.145.59/mainforums/wink.gif[/img]
Cobra bays and doors worked, and Starfuries would actually lauch from them.
Main Docking area had both outer and inner working doors, and an internal loading bay. It also had enough roomin the loading bay to fit quite a large ship internally until the inner doors closed and the program could remove the ship from rendering priorities.
The Cargo Dock was not a working item when I left.
Maint-Bot launchers weren't even in the list at the time.
A majority of the detail of the station was Texture driven. Largest tiles being used at the time were 256x256. As stated above, poly count was already at 4,400 and texture at 1.4 Megs at the time I left.
As time went on, I know that it was redesigned by Stuart to contain more detail since by that time, the engine was better, and the machines on the market were also better.
Hope this helps...
[img]http://216.15.145.59/mainforums/wink.gif[/img]
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[b][url="http://www.minbari.co.uk/log12.2263/"]Required reading[/url][/b]
Never eat anything bigger than your own head.
The Balance provides. The Balance protects.
"Nonono...Is not [i]Great[/i] Machine. Is...[i]Not[/i]-so-Great Machine. It make good snow cone though." - Zathras
------------------
[b][url="http://www.minbari.co.uk/log12.2263/"]Required reading[/url][/b]
Never eat anything bigger than your own head.
The Balance provides. The Balance protects.
"Nonono...Is not [i]Great[/i] Machine. Is...[i]Not[/i]-so-Great Machine. It make good snow cone though." - Zathras