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Posted: Sat Apr 02, 2005 9:17 pm
by Steyr
Gen_Identikal wrote:
jb wrote:yeap looks sweat. However new engine means we start back at square one again with having to learn how things work....
AND FREGGN MEANS MODELLERES NOW NEED BEAST COMPUTERS AND BEAST SKILLS TO MAKE HIGH RES MODELS FOR GOOD NORMAL MAPS
Nope. Beast skills, maybe, but any computer that can run an UE3 game will be able to do hi-res modeling, because when you are modeling your computer only has to display one model at a time, as opposed to the hundreds in a typical game scene. As for skills, well, we'll see, but computer power will not be an issue.

Posted: Sat Apr 02, 2005 9:37 pm
by TKATK
Steyr wrote:
Gen_Identikal wrote:
jb wrote:yeap looks sweat. However new engine means we start back at square one again with having to learn how things work....
AND FREGGN MEANS MODELLERES NOW NEED BEAST COMPUTERS AND BEAST SKILLS TO MAKE HIGH RES MODELS FOR GOOD NORMAL MAPS
Nope. Beast skills, maybe, but any computer that can run an UE3 game will be able to do hi-res modeling, because when you are modeling your computer only has to display one model at a time, as opposed to the hundreds in a typical game scene. As for skills, well, we'll see, but computer power will not be an issue.
it said the characters normal map is made from is 10mil polys,the ingame version is 50(or was it 500)k,and the area is 500k...ALOT less

Posted: Sun Apr 03, 2005 11:07 am
by GB
thats a similar technique to what theydid with d3 - the original models were all 1mill poly models which were scaled down to significantly less. its a fairly popular technique, ive even seen ppl making custom ut2004 meshes with the same technique. seems to be the way forward.

Posted: Sun Apr 03, 2005 11:09 am
by Deapblade
TKATK wrote:
Steyr wrote:
Gen_Identikal wrote: AND FREGGN MEANS MODELLERES NOW NEED BEAST COMPUTERS AND BEAST SKILLS TO MAKE HIGH RES MODELS FOR GOOD NORMAL MAPS
Nope. Beast skills, maybe, but any computer that can run an UE3 game will be able to do hi-res modeling, because when you are modeling your computer only has to display one model at a time, as opposed to the hundreds in a typical game scene. As for skills, well, we'll see, but computer power will not be an issue.
it said the characters normal map is made from is 10mil polys,the ingame version is 50(or was it 500)k,and the area is 500k...ALOT less
+ running a game with models in it or running model program with a model in it is quite a different thing, so you can not compare it the way you do.

I will wait with my comments until I know more about UT2006/UT2007. It is still a bit to vageu for me now.

About getting rid of AS though; I dunno why you guys complain about that. It was said:
Conquest maps are "potentially as large as three onslaught maps with assault-like objectives and even a form of limited resource management planned".
That sounds better to me then AS.

Posted: Sun Apr 03, 2005 11:14 am
by GB
sounds cool. i hadnt heard about that gametype at all. seems a good evolution from AS and ONS to me, i just hope it doesnt get all too RTS....

Posted: Sun Apr 03, 2005 11:49 am
by Gen_Identikal
see the problem is i have a Pentium 3 1000 mhz wif 256 ram :(

Posted: Sun Apr 03, 2005 2:14 pm
by Deapblade
Identikal, when the dualcoreprocessors come out you need to buy a new computer anyway.

Posted: Sun Apr 03, 2005 2:19 pm
by TKATK
Gen_Identikal wrote:see the problem is i have a Pentium 3 1000 mhz wif 256 ram :(
how long are your loadtimes?