UFO:Alien Invasion

General => Discussion => Topic started by: xcom9 on October 29, 2009, 11:20:39 pm

Title: Poly count
Post by: xcom9 on October 29, 2009, 11:20:39 pm
I notice that the terrain and buildings in the tactical landscape are very low polygon count.   Maybe only 1000 polygons for entire map?   Is there anyway
plans in the future of raising this ... to like 10 times higher.   

Can the current code support it?   

UFOAI uses the Quake 2 engine basically right?
Title: Re: Poly count
Post by: Mattn on October 30, 2009, 06:32:20 am
activate the cvar r_speeds to see the number of brushes and e.g go to the resort map.

ufo ai is based on the q2 engine, yes - but the renderer is based on q2w (which is in fact a rewrite of the q2 renderer that allows glsl and higher throughput)
Title: Re: Poly count
Post by: H-Hour on October 30, 2009, 10:34:54 am
So, is there a rough r_speeds count we ought to be aiming for? Or is it always in flux? I think I read somewhere you (mattn) saying that there had been changes in the code allowing a lot more polys than in the past, but what's a general target? Obviously it would change for small, medium and large assemblies.
Title: Re: Poly count
Post by: Mattn on October 30, 2009, 11:56:25 am
@H-Hour: I would say, don't care about the brushcount yet. As long as UFORadiant can render it, UFO should be able to render it, too ;) If we ever get a map that has too high brushcount we can still optimize it.
Title: Re: Poly count
Post by: H-Hour on October 30, 2009, 12:30:57 pm
@mattn: Thanks, good to know.
Title: Re: Poly count
Post by: xcom9 on October 30, 2009, 02:18:22 pm
Thanks Mattn;

I've been considering making my own models and .maps for UFOAI and have been trying to read about the documentation.  I want to make maps in Blender and was hoping to Import them, but I not there is only Export .map.   Does anyone have a way to import .maps from UFOAI into Blender so I can look at them?


Also why are the textures in the terrain so limited?   It seems like a small textured gets repeated over and over again?  I suppose thats another limitation?

This looks like Quake 2 engine but with the addition of bump maps; Can UFOAI do bump maps?
http://jdolan.dyndns.org/quake2world/pages/screenshots
Title: Re: Poly count
Post by: geever on October 30, 2009, 04:09:52 pm
Maps into Blender? That's new to me. Maps are created/edited via UFORadiant (customized version of GTKRadiant).

-geever
Title: Re: Poly count
Post by: xcom9 on October 30, 2009, 04:31:31 pm
http://www.katsbits.com/htm/tutorials/blender_export_model_to_map.htm

http://www.garagegames.com/community/forums/viewthread/54682

http://www.wrwrwr.org/b2ufo

Title: Re: Poly count
Post by: Mattn on October 30, 2009, 05:10:13 pm
everything that's possible in q2w is also possible in ufo
Title: Re: Poly count
Post by: H-Hour on October 30, 2009, 06:10:03 pm
I mapped for the original Ghost Recon. It used 3DSM and it exported to a .map format. Would this be the same format just because it used the same extension, and could it be read by UFORadiant? If so, that would be big news for me. If it helps I can provide a .map file made for GR that someone can look at.
Title: Re: Poly count
Post by: Kildor on October 31, 2009, 06:04:15 am
The main problem with exporting .map from blender is extremely large number of brushes. I`ve tried to make and edit some objects, and result wasn`t good. May be I`ve missed something.
Title: Re: Poly count
Post by: Mattn on October 31, 2009, 07:45:33 am
i don't think that 3dsmax support direct map exporting. but i might be wrong here. if you can send a map file i can tell you more.
Title: Re: Poly count
Post by: H-Hour on October 31, 2009, 11:10:29 am
Email sent. The .map export is a plugin that came with one of the expansions for the game.
Title: Re: Poly count
Post by: Skorpio on November 12, 2009, 10:24:19 pm
Hello I'm new here. Thanks for making such a great game, I really love it.

The main problem with exporting .map from blender is extremely large number of brushes. I`ve tried to make and edit some objects, and result wasn`t good. May be I`ve missed something.

I just tested this and it seems to work fine. You just have to keep in mind that you must use brushes in Blender. Try to model with separate, closed boxes, like you do in the Radiant, then it'll work.

Now I wonder if texturing in Blender works, too. Gonna check this out later.

Edit: OK it's more difficult than I thought. Exporting cubes works fine, but you can't export prisms and cones without creating lots of unnecessary brushes. I also tried to export NURBS surfaces which didn't work at all. Are the curves in the Radiant NURBS?
Title: Re: Poly count
Post by: Kildor on November 13, 2009, 02:54:57 am
There is no curves in ufo:ai and uforadiant at all.
Title: Re: Poly count
Post by: Skorpio on November 13, 2009, 01:09:18 pm
Ah I see. I forgot to mention that I use the GtkRadiant to make a Wolfenstein: Enemy Territory map, but I kinda dislike the Radiant and would rather model with Blender.
Title: Re: Poly count
Post by: Sepelio on December 11, 2009, 04:32:28 pm
Perhaps it would have been useful to use another Quake based engine like Darkplaces. It supports curves and all sorts of fun things like texture blending. Also 'proper' physics in the next version I think. Of course I would say that since I make maps for Nexuiz  :P