LODs 2.0

Post Reply
User avatar
Markuss
Posts: 193
Joined: Sun Apr 04, 2010 1:52 pm

LODs 2.0

Post by Markuss » Thu Oct 13, 2011 11:09 pm

got some real detailed objects here, will surely need some kind LOD system implemented to get them in the game... (nudge nudge)

Image
Image
Image
Image
Image
Image

User avatar
adwuga
Posts: 2176
Joined: Tue Aug 18, 2009 12:09 pm
Location: America... Fuck yeah.

Re: LODs 2.0

Post by adwuga » Thu Oct 13, 2011 11:26 pm

Nice models. These will fit perfectly into the game!

Just kidding, of course, but we could use them for some pretty cool levels.

These are really good works. Good job, and whatnot.

User avatar
Markuss
Posts: 193
Joined: Sun Apr 04, 2010 1:52 pm

Re: LODs 2.0

Post by Markuss » Thu Oct 13, 2011 11:41 pm

adwuga wrote:These will fit perfectly into the game!
refer to my previous set of objects: viewtopic.php?f=13&t=10921

User avatar
adwuga
Posts: 2176
Joined: Tue Aug 18, 2009 12:09 pm
Location: America... Fuck yeah.

Re: LODs 2.0

Post by adwuga » Thu Oct 13, 2011 11:51 pm

What about them should I be referring? Those ones fit perfectly in. Both sets are awesome, but this one is less fitting in the OG universe. T'was all I was saying. :D

User avatar
Markuss
Posts: 193
Joined: Sun Apr 04, 2010 1:52 pm

Re: LODs 2.0

Post by Markuss » Thu Oct 13, 2011 11:58 pm

adwuga wrote:What about them should I be referring? Those ones fit perfectly in. Both sets are awesome, but this one is less fitting in the OG universe. T'was all I was saying. :D
its cool, i thourght u wanted more OG style objects and u may not have see that other set.

User avatar
learn_more
Posts: 158
Joined: Tue Mar 15, 2011 6:32 am

Re: LODs 2.0

Post by learn_more » Fri Oct 14, 2011 12:17 am

afaik there is already an automated LOD system in the game?

(maybe only for player models, not sure)

User avatar
adwuga
Posts: 2176
Joined: Tue Aug 18, 2009 12:09 pm
Location: America... Fuck yeah.

Re: LODs 2.0

Post by adwuga » Fri Oct 14, 2011 12:22 am

I think it's only for distance, so close up, it wouldn't make it a lower LOD, and these look maybe a little too detailed for OG to handle well on a non SUPER RAPE computer.

User avatar
last
Posts: 2154
Joined: Fri Jan 07, 2011 7:02 am
Location: Estonia

Re: LODs 2.0

Post by last » Fri Oct 14, 2011 2:49 am

This is really cool. I can see Overgrowth street fighting in near future or Mirror's edge - OG style.

User avatar
Master XOY99
Posts: 114
Joined: Wed Aug 24, 2011 6:43 am

Re: LODs 2.0

Post by Master XOY99 » Thu Feb 02, 2012 6:57 pm

it would suit the Oni mod :) and i actually reckon it would make awesome levels for realistic parkour... if you press "spacebar" instead of holding it

User avatar
adwuga
Posts: 2176
Joined: Tue Aug 18, 2009 12:09 pm
Location: America... Fuck yeah.

Re: LODs 2.0

Post by adwuga » Fri Feb 03, 2012 6:26 pm

:lol:
I'm sure you can change the jumping for your Oni mod to make it realistic, and, combined with this, it would be awesome. Then Korban could finish first person and gun mod, and we would have Mirrors Edge 2!

User avatar
Silverfish
Posts: 1451
Joined: Sun Oct 26, 2008 8:24 pm
Location: Sweden
Contact:

Re: LODs 2.0

Post by Silverfish » Sun Feb 05, 2012 11:09 am

I imagine David will add some kind of system where you can define custom properties such as jump height and speed of characters etc based on character model and/or race. I'd like to see these models in the game as well, most of them don't really look too incredibly high poly.

User avatar
Korban3
Posts: 4146
Joined: Tue May 31, 2011 9:14 pm
Location: 42nd St E, Hell

Re: LODs 2.0

Post by Korban3 » Sun Feb 05, 2012 4:23 pm

I really should finish those two huh? I actually just realized that I never updated the gun mod to 167. :lol:
My friend gave me Fallout 3, and now I want to do a little with that as well. God damn fun stuff, always eating up my time.

Post Reply