rounded edges only help with structural integrity up to a certain point. HOW THE FUCK DO YOU OPEN THESE BOXES ? if i had one of these boxes in RL, how would i open it ?
Like i already said, you would have to ask Megel since he designed it...I'm pretty sure nobody else knows how it works
ok.. screw the round parts of the boxes. Take them off and that gives you a few polys to make a seam along the top of the box. As of right now it looks like you have to open it like the toy puzzle in Hellraiser.
isnt the 1000 tris crate a high detail model that got put in for some reason? http://dl.dropbox.com/u/1415325/hi trixy.jpg how it should have been modeled... i think it should have 46 tris, but i counted in my head... with bumpmaps it could look just as nice as the high poly one, that is if you look at it from a raxes distance
blizz, i made that 24 points, 48 edges, 26 faces, 44 triangles. no reason to have a crate, that is soo complex and that you cant open it.
make it at least half the size. OR enable spawning at the top lvl of the barax and turn those round holes into windows to shoot from.
Why not just cut off the box looking thing that makes up the upper half of the model? Would that not make it shorter? Wouldn't be the same size as a BE rax, but it would be shorter.
So its a quick fix, of course, that would probably mean we would be stuck with the box off until 3.0 when hopefully by that point someone would care enough to make a rax model that would actually be put in the game.
Wow, amazing to see this thread, complainging about 1k poly's vs 500 vs 100 vs 50. Currently modeling in a game where a simple health pick-up has 3200 poly's and that's really good. HAHAH, sorry just can't get over how you guys complain about poly counts, your computers must've been built back in 2000 or something.
Aren't they auto-LODed? In Q3-like game you'd see only few pickups like that on the screen and 30k is not much of a problem but if that was emp nade model that can occur 50 times on a screen at once I'd think a bit about it. No LOD & lots of triangles is simply a waste if your model will be few pixels big on the screen. Anyway most people here can only count polygons, they don't have any idea how long it takes to render expensive shader on 1 big triangle. So as long as they can count polygons they will whine about it because it's the only thing they understand. It's the same case as when I was whining about some old parts of Krenzo's code. Some people could only understand that and started some weird legend of how stupid/amateur Krenzo must have been. Same with Mayama being very experienced with counting polygons but not very skilled artistically.
lol, indeed man, hit it right on. And about the code, i've seen someone of it, like 3 pages of elseif's. man, you'd have to get a white board and follow the processes most of the time to figure out what the hell was going on. But yeah, the big ones have little over 50k polies, but renders better than a a plain 100 poly "crate".