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M4A1 Model

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Author Topic: M4A1 Model  (Read 905 times)
DukeInstinct
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« on: December 19, 2009, 11:53:38 pm »











M4 with materials and clip added in.





I just need to animate and then code the M4 into the game.
« Last Edit: December 19, 2009, 11:57:50 pm by DukeInstinct » Report Spam   Logged



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DukeInstinct
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« Reply #1 on: December 20, 2009, 05:03:17 pm »

Now I have a preview of the M4 on YouTube.
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« Reply #2 on: December 20, 2009, 08:59:52 pm »

Dude thats awsome... Whats the polly count and etc...

You do know this is a psp game so there needs to be a limit on the polly count so that the FPS on the game are good...

everything affects FPS and online gameplay!

-Map size
-Model size
-Texture limit size
-The engine
and i think thats it....

also the gun dosnt really need any extras... the Texture will make it look like it has dimension... like on the clip in the video there where grooves in the sides of the clip... thats not needed...

lol but all in all thats a damn good model Cheesy
but if the polly count is ok (Depending on the engine and everything) it shuld be ok...
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« Reply #3 on: December 20, 2009, 10:29:37 pm »

In the current version of this model there's 2,472 vertices and 4,202 faces (polys). I can always make a copy and use Blender3d's poly reducer if needed and I know that the bulk of the polys are in the fore grip on the gun so I know where to look first if we need a significant poly reduction.

I have already implemented some poly reductions without changing the appearance of the weapon at all.

We could also make two versions of each weapon model called 1st person view and 3rd person views. 1st view version is more detailed but is only seen by the player holding the weapon and the 3rd view version is less detailed and is seen by the other players.
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« Reply #4 on: December 21, 2009, 11:28:39 am »

yes the gun really is bulky... also this a Quake PSP game so the psp really cant handle it lol... so try to aim for around 1,000 poly... idk i need someone who is a modeler for a quake psp game to talk to lol... but if we are aiming for a game with a good FPS rate and impressive game play and textures then we need to reduce the poly count significantly !

idk about the 3rd person / 1st persion view game swich... idk if we can code that in or not lol...it will take 2wice as long to get an Alpha version of the game out Wink lol
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« Reply #5 on: January 07, 2010, 03:53:16 pm »

well for a gun to run without lag you need it to be around 500 polys with 350 poly hands
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« Reply #6 on: April 17, 2010, 03:10:27 pm »

it looks AMAZING. Since darkplaces has some real time lighting effects, this kind of model would be perfect for pc because of its detail.
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« Reply #7 on: April 21, 2010, 04:28:02 pm »

Woah Duke... That is way to many polys for the psp. Trey, you`re right; the good range for a model is 1000 polys or less. If it goes over that, then the game will majorly lag. recreate the model if you can`t get the poly`s lower. The psp quake engine is definetly limiting, so work with the limits. @Trey: Things that affect gameplay due to lag is -maps ( Not size. Size is little matter. The thing that affects it is how much things ar ebeing rendered in an area at a time. Also, the brush count is  a factor. just like depolying a model, you should debrush a map). - Models: the complexity of models and how many models are being rendered at 1 time.   -Graphics: sprites are limiting. If you have too many sprites on the screen you will get a packet overflow and some lag. Coding: the coding of things whether its bad or good affects gameplay. You wanna code it in a clean fashion and not have hanging code that does nothing(I think). That is some stuff to be aware of.
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« Reply #8 on: April 24, 2010, 01:57:08 am »

this model is for pc. so you can imagine how amazing this game is gonna be on pc haha Cheesy
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« Reply #9 on: April 24, 2010, 10:17:31 pm »

It seems like the first thought that comes to these people's minds is "will this work on my precious PSP?".

I mean who cares if the gameplay is any good or the graphics are any good or if the game presents a fun challenge. As long as it works on your PSP who cares if the game is actually good, right?


Here's my rubric to the successfulness to a game:

1.Gameplay
2.Replayability/Modifiability
3.Controls
4.Graphics
5.Sound

Here are the people who keep complaining that the PC models are too high poly for the PSP rubric to the successfulness to a game:

1.Does it work on my PSP?


I think the saddest part about this is that the people who are so concerned about the PSP version of the game, are probably on their computer more than their PSP.
« Last Edit: April 24, 2010, 10:27:36 pm by DukeInstinct » Report Spam   Logged



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« Reply #10 on: April 25, 2010, 08:45:47 am »

Well, you guys put Urban wars up on the psp section, referring that you are gonna make psp a main platform and make it run just fine. Whats the point of a game if it`s just gonna lag the whole way through? There isn`t a point. And us modders want the games to be for psp so we can add games to our portable archive. You guys post updates on psp moddb section. So we expect this game to run on psp or you guys need to change your section. Also, the pc version an dpsp version should be the same.(gameplay wise). Otherwise it will be unfair.
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« Reply #11 on: April 27, 2010, 07:47:27 pm »

we've come to the conclusion that it would be easier to make the game for pc first, then port to the psp. think of it this way, making the game for PC is just another step to make it on psp
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« Reply #12 on: April 29, 2010, 01:24:56 pm »

You`re in the wrong comunity then. We watch games for psp. Pc watchers are completely different. A por to  psp is no where near the team focusing entirely on psp. However, I will still watch the game nontheless.
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« Reply #13 on: April 29, 2010, 07:31:41 pm »

Our game is for the PSP but it's also for the PC and we're making the PC version first.

MW1 is on the Wii, though wasn't made for the Wii first.
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« Reply #14 on: May 03, 2010, 08:25:03 am »

Im starting to think that making it for pc first would be better. It`s best to start with some good stuff and lower the quality, then to make some bad stuff and raise the quality. So I`m starting to think that solitude would b ebette rif it was made for pc first
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