A brenodi crate. I guess you think now, why do i model a crate? Well, the crates we use atm have over 1000 polygons each. This thing has 56 in the low poly version.
horraaaay mayama lol, i like the way you noticed that 1000 polys for a box seems a little odd and then fixed it, that is initiative people
The current boxes can use fewer polygons, and they do when used on the buildings, the building crates I know become simple six quad cubes at a farily close distance, I believe most of the single crates also use fewer for their LODs so they only render 1000 polys when you're close to them, which makes sense. Reducing polycounts is not neccesary if you have good LOD meshes, it just detracts from visual quality because when you get close the meshes look blocky and unpleasant.
It looks nice up close because it's got about 10000 polygons on it because it's been turbosmoothed. Bump mapping cannot make the edges not-straight.
I think it's best if we remove the crates from buildings altogether, they only increase polygoncounts, currently in the tens of thousands for just a few buildings, as there are several crates in each model. They also add to the collision model, and get vehicles stuck.
Not to mention getting people stuck, someone up to pulling the crates form the current buildings to see what they'd look like?
You should test if it changes FPS at all. It spends less time in vertex shader but more time in pixel shader.
Probably, but I'd need something to remove them from, I can't remove them from an .mdl and I don't imagine decompiling the SMD would be exactly the best idea. Besides, I imagine solokiller can do it, presumably all you have to do is delete the crate polygons?
I don't have the model sources, nor the programs needed to edit them. Besides, i think it's better to just redo the models altogether. However, i should have access to some modeling programs when i start the game design course next schoolyear.
Nice how we're more interested in building crates and their "detrimental" affect on FPS when we still have shit handling problems with balance ugly models unstable code in places and other ridiculous issues. There's a word called prioritization.
It's a school called Howest in Kortrijk, they've been doing this for 3 years, their first batch of students just finished. It's a costly thing, we had to pay around 2000 euros for the laptop and equipment alone, but we'll get some pretty good stuff like 3dsmax or something, and they'll use either the Source engine or Cryengine 2. This is the website of the course: http://www.digitalartsandentertainment.be/#/nl/Nieuws/ @Empty: Mayama is making this model, it's up to him to decide what he does, but those crate models could be used to swap the crates on other building models, if they're not removed altogether. I would suggest that keep your head down for a while, starting off like this is not the way to go after being unbanned.