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modding
Londo Mollari 2
Trainee
Greatings I would just like to say that the work done by Buda 5 is exceptional. I have done some B5 modding for klingon academy and would like to see what I can do with Iwar 2. Are there any polygon or point limits for the engine? Any type of polys Iwar doesn't like?
Thank You
Thank You
Comments
I'll run you over a couple of basic rules for the engine:
1) No section can have over 1000 polys (in practice this actually ends up about 800 max). This just means you have to divide your model into sections.
2) EOC really doesn't like non-planar polygons. Sometimes they'll be fine, other times not.
3) As far as poly limit on screen goes... well, that's more up to your hardware than the engine. I did hear a while back that theoretically the engine can support up to 1 million polygons on screen- but you'd need one hell of a computer to run it. In practice I have not come across any limit on the amount of polygons per ship (as long as it's divided into sections) or on screen.
If you have any more questions, feel free to ask :)
[QUOTE][i]Originally posted by Londo Mollari 2 [/i]
[B]Greatings I would just like to say that the work done by Buda 5 is exceptional. I have done some B5 modding for klingon academy and would like to see what I can do with Iwar 2. Are there any polygon or point limits for the engine? Any type of polys Iwar doesn't like?
Thank You [/B][/QUOTE]
Welcome to the boards :) we had an influx of newcomers today! :) anyways, as morte said there are no poly limits persay, but here are some general rules:
Iwar2 has a max "per section" limit of polygons, which morte mentioned. the actual limit is a tricky math problem :) so get this one, lol. Iwar2 splits all models into triangles on compile. so if your model is all 4-vertexed poly's, yer limit is about 800. all triangles, that number goes to about 1500. however most model sections are a mismatch of poly-vertexed polygons, so it ends up with a range limit ofr 750-850.
Non-planar polygons are actually ok in Iwar 2.. they may look funny if they're EXTREMELY non-planar, but they won't cause any faults. (i'd reccomend spliting them into triangles tho.. but that's just me)
Iwar2 will not accept 1 or 2 vertecies polygons, this will cause problems.
Iwar2 doesn't like a lot of small polygons grouped close togther
Iwar2 doesn't like internal angle polygons (post if u need a definition on that). It will try to make sense of them, but it can't, so they will show up... weird ;)
models must be made in Lightwave 5.6 - 6.5 (5.6 format), textures .iff format in multiples of 32 x 32 pixels. (i.e. 64 x 64, 128 x 128, etc...).
of course u need the converter and SDK
and lastly.. read the SDK :) it has tons of information u'll find useful.
Thanks
LoL and glad to see yer reading the SDK.. it's amazing what u can learn from manuals ;) hehe
[B]its too bad that you cant add ships only replace. [/B][/QUOTE]If you want your ship in I-War 2 campaign or instant action then you have to replace but you can add ships if you use scenarios (because you create ships in script and use whatever ini files you want).
Thanks
You can't convert them back. Its a one-way trip. Also, there is no pso viewer other than EOC of course.
my suggestion is trial and error... u just have to try untill u get it right... :( sorry there's not more help.
[B]Has anyone made a pictoral modding tutorial? [/B][/QUOTE]
i'm not sure what you mean?
[B]Has anyone made a pictoral modding tutorial? [/B][/QUOTE]
Sorry mate, I don't think there are any tutorials for IW2 modding in existance (at least none I know of). All I can suggest is to read the graphics sdk readme, and to post any questions here.
[B]What I mean is that since I can't look at how the lightwave objects are set up as their are none. I wondered if someone took screenshots of the setups in layout so I could see how the surfaces are named and the nulls are applied. This engine has many advantages over the Ka engine........ie the vorlon dreadnaught main beam animations....but it seems a bit confusing on how the models are setup in lightwave [/B][/QUOTE]
unless you are applying a glow texture, it doesn't matter what the name of the texture surface is.... u can name it anything from generic_panels_y_axis to apples_oranges_and_big_ole_bannanas.... it really doesn't matter.
Now as for how nulls are applied, i'm not sure what u mean... do u mean for an avatar setup? or a simsetup? remember in the simsetup you are only making nulls as weapons points and docking points, etc... etc... nulls in an avatar setup are usually just to help the modeler out in moving items or rotating items, etc...
now as for animations like the vorlon dreadnaught main beams.. those are pretty advanced setups. and basically EOC was never designed to do such things, so we cheat our way around things to make it work... it's a complex setup.
anyways, u have all the setup files in a mod. the .lws files are used by EOC, so they are all there.. granted u don't have the lightwave models that go with them, but u can still open them with lightwave.