Really love the model, looking forward to pew it in my new Red Hessian ships at that time
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i have made a little search for what you had to say about models and the dev team in the last several months
you may like to do it yourself - you may realize the following
- you are increasingly insulting
- you have said not a single good or even neutral thing about the developement ( that one really was funny )
- you have constantly attacked members of the dev team on a personal level
your opinion itself is not significant to be honest
but it makes me wonder after investigating the past months
"why do you really stay?" - from how you phrase things and attack people - you must either be a masochist for enduring the worst mod ever - or you must be blessed with devine faith in things to become better, cause you clearly hate things as they are.
i advise you to do a search yourself and review how you treat members of the dev team whenever they are concerned in the past months - and maybe reflect on it.
in other words
the model is good - more than sufficient ... it is the result of teamwork between faction, imagination of what works, several devs and players alike. - there have been 5 progressing concept models from which this one emerged.
i really rarely think and say it .. in fact i have preached in the past that every single one player is precious to the community.
but in your case i will make an exception : if you hate it so much - do yourself and others a favour - and please leave ( and that means the community ) cause obfviously you have no hint of respect for the work and the people. [ or specific people, who knows - maybe you are in love with the rest ]
Jinx, this is absolute common sense, and frozen wouldn't ever have accepted such a model when he was dev lead.
And those thousands of polygons you are burning up, which -will- be a burden on an older game like freelancer, can be cleared up simply by doing this for each side of the sticks holding the gun together:
I did some map making back for the original Unreal Tournament. What does that have to do with this? Well, it required that you manage your polys to make your map. 450 in a scene was considered a lot back then. I would never have gotten away with using over a hundrel polys for a single face of a straight beam. I had a "merge polys" option that helped optimize everything. I honestly don't see how that one segment Durandal highlighted should be more than two. I gave up counting a quarter way down the bar when I hit twenty plus. You're telling me that you don't have an option to make this cleaner?
Honestly, the model's shape looks good, very much in line with the BHG line- but as Durandal points out, an unoptimized model will only lead to problems and frustration. On a long, straight, flat surface like that you wouldn't even notice a drop in quality if it was cleaned, but you would notice an increase in quality. Unfortunately, FL just can't handle super high poly ships, and a GB shouldn't be on-par with or greater than a battleship in model complexity.
the subdivisions are irrelevant ( not completely - but they have little effect on a simple shape )
you can make the test - what counts is not only the polycount - but especially how its arranged ( erratic designs, concave/convex or complex 3d shapes have a much greater impact than a straight beam subdevided into unnecessarily many devisions )
you can create a cube with subdivisions resulting in 100.000 polygons - and it will run as if it was a cube with only 6 polygons
but you can create a hollow sphere with only 30.000 polygons and your FPS will go down the drain.
the ships effect on the FPS is as great as the effect of any other gunboat. the server only cares for the hitbox - and AD has not added the subdivisions to that one.
i have run an instance with 12 of those on my netbook - and it still ran at 60fps, cause its capped there - so unless you guys start to complain that you go from 180 fps to 175 - before you have even tried it out - its much ado about nothing
if by chance it turns out that all your computers crash due to that model - you are invited, no...you are encouraged to do better.
btw. i can count the number of modellers that submitted work on the fingers of one hand.
edit:
and yes - for fun i have replaced a freelancer ship in open SP with a simple cube consisting of 45.000 polygons - the game did not care a bit. fraps didn t register even a hickup in fps.