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3 Dimensional Chat / free flourecent light model .lwo .x

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wbarrett 26
21
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Joined: 6th Feb 2004
Location: New Jersey
Posted: 3rd Apr 2004 04:22
the zip includes Lightwave models of the clean and dirty version of the light and an untextured .x model
http://www.villaingames.com/dbforum/models/lightsf.zip



made it for fun, figured maybe someone could us it

[href] http://www.villaingames.com [/href]
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 3rd Apr 2004 04:49
the divisions of the tube are probably too high for an in game model.
its waisted polys that no ones really going to see.
it would work for a pre rendered scene provided a super close up wasnt involved. You will also find that most fluro tubes have a small removable capaciter in the body.


fall down seven times, stand up eight
wbarrett 26
21
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Joined: 6th Feb 2004
Location: New Jersey
Posted: 3rd Apr 2004 05:53
the .x object has 300 polys, 184 vertices
the .lwo object has 110 polys, 184 vertices

but good call on the lamps, cut them down in size. NEW .x model has 252 polys, 160 vertices. I am assuming the ballast is hidden in the ceiling or seperate. but either way i created 2 new models, one with and one without a ballast
http://www.villaingames.com/dbforum/models/lights2.zip



[href] http://www.villaingames.com [/href]
arras
22
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Joined: 3rd Feb 2003
Location: Slovakia
Posted: 3rd Apr 2004 08:48
still too much for non character object for game. Imagine average character have 600-2000 polys.
wbarrett 26
21
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Joined: 6th Feb 2004
Location: New Jersey
Posted: 3rd Apr 2004 19:14
http://www.villaingames.com/3D/modelx/light3.zip
168 polygons
120 vertices
any less and you might as well us e a 2D image.

[href] http://www.villaingames.com [/href]
Emperor Baal
21
Years of Service
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Joined: 1st Dec 2003
Location: The Netherlands - Oudenbosch
Posted: 4th Apr 2004 02:04 Edited at: 4th Apr 2004 02:08
Well, take a look at this one, I just made it in anim8or (2 min work)



Its 32 poly

As you can see, in-game models dont need many polygons.
I used a 5-poly ngon, extruded it to a length of 200.
Then I've made a 4-poly path, extruded it to a length of 200.
And then I textured the whole thing

Quote: "
UPDATED

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"
wbarrett 26
21
Years of Service
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Joined: 6th Feb 2004
Location: New Jersey
Posted: 4th Apr 2004 11:22
thanks for the advice. but are your models tripled or do use quads for modeling?

I want to make things more realistic in games. I have played a lot of games where everything looks so fake and flat. how many polys or vertices is just too much? I am very capable of modeling but have shortcomings when it comes to modeling for games, so any advice is appreciated.

[href] http://www.villaingames.com [/href]
Emperor Baal
21
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Joined: 1st Dec 2003
Location: The Netherlands - Oudenbosch
Posted: 4th Apr 2004 13:00
I see, I just converted it to .3ds (I can convert it to .x if you want) and it's changed to 60 poly, still low enough. Here you can see them:



Quote: "
UPDATED

Amd 2800+ 1024mb pc3200 A7N8X - Deluxe Ati Radeon 9800PRO 256mb
"

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