QUOTE(Mattz @ Feb 1 2009, 02:26 PM)
Looks pretty sweet, Though with the MD2 model system, how many models can you get on screen before we see a framerate hit? And from what you said, I assume that this model is near the 800 mark?
Personally I would prefer higher detailed models, but if it is going to slow the game down when we have many players on a map then it will just have to stay with the current format.
Also, I'm glad that you are using BSP, hopefully we will see some ports of old CS 1.5/1.6 maps
Yeah, that's why I said we will wait until much later on before we decide on exact model formats, so we can get a balance between performance and player count.
The model is about 800 polygons, I reckon we could handle up to 1000 polygons without any major artifacting (with MD2 this is), we could probably run ~80 of these models on screen at once. But like i said, I won't know until I get a Pandora.
I'm aiming for very high graphical quality, that's why I'm writing this from the ground up
, ports of old CS maps should be possible, I'm going to write a straight BSP reader that will read basic info (spawn points) etc and textures as well as the map itself, then pick up textures from different files (so we don't load more than one of the same texture or anything silly). I would probably have to write a converter for CS maps as I would be using the Quake 3 BSP format. That said, TINCS IS NOT COUNTER STRIKE.
EDIT: Just tested out 400 models at once (higher poly ones) on my rig, didn't take any performance hit at all. So it's safe to say we will change model in the future, possibly when I get my hands on a Pandora, maybe to .fbx. Video is here : http://uk.youtube.co...h?v=_n43xENJan4
Edited by Butterman, 01 February 2009 - 03:01 PM.