Author Topic: Maximum Model Size  (Read 4121 times)

Offline furswift

  • Posts: 101
  • Cookies: 53
Maximum Model Size
« on: February 16, 2010, 06:02:00 PM »
Excuse me if this topic has been covered already; I ran a search and could find no mention of it. Is there a limit to how large our models can be? The reason I ask is I'm building an Executor model and I'd like to make her 18 kilometers long as that's what's believed to be her length. I don't know if a model that large can be supported by BC's engine, though. Thanks.

Offline JimmyB76

  • Posts: 6423
  • Cookies: 421
Re: Maximum Model Size
« Reply #1 on: February 16, 2010, 06:18:26 PM »
i dont think there is a restriction really?  planets (although hollow) are huge...  i think it would be moreso about the model polycount or texture sizes or whatever?  and i think larger models have damaging issues?
then again, i really havent got the slightest clue, i know practically nothing about modeling itself lol
i am curious about this tho myself... 

Offline bankruptstudios

  • Posts: 663
  • Cookies: 60
  • Xander = Host, Co-Host, Producer and Editor
    • Holo Suite Magazine
Re: Maximum Model Size
« Reply #2 on: February 16, 2010, 08:21:26 PM »
I'M NOT 100% SURE, stupit caps lock,but i think the max allowed in size is a planet. The biggest model that i know of is the death star 2. look up her dimenchens and you'll have a ruff idea. i'm told she can have 20 gelixcy classes flying around in her.
 


Offline Lionus

  • Posts: 1561
  • Cookies: 79
Re: Maximum Model Size
« Reply #3 on: February 16, 2010, 11:56:40 PM »
The reason I ask is I'm building an Executor model and I'd like to make her 18 kilometers long as that's what's believed to be her length..

 :dance About a time!  :D
Star Trek Quad-nacelle fanboy Extraordinaire

StarFleet Research and Development Crash Test Dummie/Test pilot

"Beyond the rim of the star-light
My love
Is wand'ring in star-flight
I know
He'll find in star-clustered reaches
Love,
Strange love a star woman teaches.
I know
His journey ends never
His star trek
Will go on forever.
But tell him
While he wanders his starry sea
Remember, remember me."

Offline KrrKs

  • Posts: 461
  • Cookies: 25
Re: Maximum Model Size
« Reply #4 on: February 17, 2010, 07:36:00 AM »
Hmm, The biggest thing I've seen in BC was a Borg Station I think. It was (if memory serves right) somewhat near 10 or 15 Kilometers Game size,  so stupidly 3 or 4 times the size of the nearby Planet.
So, I guess there's no real SizeLimit.

Offline baz1701

  • Posts: 3392
  • Cookies: 1434
Re: Maximum Model Size
« Reply #5 on: February 17, 2010, 11:25:42 AM »
In my expierence there is no limit on size but it can cause problems.

When I did V'ger I first tried canon size but QB hung and would not load.

Even after I scaled it down to 1:4 it took a minute or two of flying forward before saw it on my radar.

With the Narada I made it about 1:4 canon scale and have no problems with it.

So it will be trial and error.
Whatever knocks us back, can only make us stronger.

Offline vonfrank

  • Posts: 447
  • Cookies: 182
Re: Maximum Model Size
« Reply #6 on: April 13, 2010, 10:11:19 AM »
When I did V'ger I first tried canon size but QB hung and would not load.

actually, in my version of the game i scaled up V'Ger to be the Cannon size of 98km long
the game doesnt lag at all and there are no loading problems
i have also scaled up the death star to be 160km (as it should be) and there are no loading problems there either

by the way, the executor is 19km long and you could just use the KM1.0 rescale option to make one the actual size
take the one available on BC files and rescale it to be 1.8 times larger, that is the accurate size compared to all other ships ingame

Offline Vladko1

  • Posts: 1148
  • Cookies: 72
  • The trekkie of steel
    • Modders of Steel Shipyards Homepage!
Re: Maximum Model Size
« Reply #7 on: April 13, 2010, 12:14:00 PM »
When I did V'ger I first tried canon size but QB hung and would not load.

actually, in my version of the game i scaled up V'Ger to be the Cannon size of 98km long
the game doesnt lag at all and there are no loading problems
i have also scaled up the death star to be 160km (as it should be) and there are no loading problems there either

by the way, the executor is 19km long and you could just use the KM1.0 rescale option to make one the actual size
take the one available on BC files and rescale it to be 1.8 times larger, that is the accurate size compared to all other ships ingame
I think depends on the CPU and VRAM the size of the model. But still, why BC is using at all time, even when the game is at menu or fully loaded, why is using always 25% of my CPU?

Offline Jb06

  • Posts: 1295
  • Cookies: 968
  • JL Studios Co-Founder
    • JL Studios
Re: Maximum Model Size
« Reply #8 on: April 13, 2010, 07:04:41 PM »
everyone always forgets the transwarp hub. The scale of the sun is 4 times bigger than bc normal suns so th t hub is the biggest station known te date. As for th vger model not loadin at the correct scale that's should be, there are  numerous things which could of been causing this m8 things . . . the vox, the scripts, the model itself etc.  So yeah the scale doesn't really matter. Just watch the texture size.

Offline dEjavU

  • Posts: 123
  • Cookies: 3
Re: Maximum Model Size
« Reply #9 on: April 14, 2010, 04:12:48 AM »
..by the way, the executor is 19km long and you could just use the KM1.0 rescale option to make one the actual size
take the one available on BC files and rescale it to be 1.8 times larger, that is the accurate size compared to all other ships ingame....


Actually I wouldn't recommend you do this as this rescale feature will only scale the mesh model and not any of it's hardpoints, the weapons will be firing inside or outside of the ship in question.  ;)

Offline Vladko1

  • Posts: 1148
  • Cookies: 72
  • The trekkie of steel
    • Modders of Steel Shipyards Homepage!
Re: Maximum Model Size
« Reply #10 on: April 14, 2010, 04:17:34 AM »
The Sol system's sun (in KM 1.0), The sun is about several hundred thousand kilometers, I think this is the biggest object :P

Offline Lionus

  • Posts: 1561
  • Cookies: 79
Re: Maximum Model Size
« Reply #11 on: April 14, 2010, 07:37:04 AM »
I'll gladly beta this ship.. :whenitsdone
Star Trek Quad-nacelle fanboy Extraordinaire

StarFleet Research and Development Crash Test Dummie/Test pilot

"Beyond the rim of the star-light
My love
Is wand'ring in star-flight
I know
He'll find in star-clustered reaches
Love,
Strange love a star woman teaches.
I know
His journey ends never
His star trek
Will go on forever.
But tell him
While he wanders his starry sea
Remember, remember me."

Offline Kirk

  • Posts: 1438
  • Cookies: 139
    • My Released Mods
Re: Maximum Model Size
« Reply #12 on: April 14, 2010, 09:37:33 AM »
Um, we aren't talking about any ship in particular.

Offline Nebula

  • BC elder / BCC Vice Admin
  • Administrator
  • Posts: 5500
  • Cookies: 1129
  • KM - Mod Team Member & BC - Elder (2002)
    • 9th fleet HQ
Re: Maximum Model Size
« Reply #13 on: April 14, 2010, 10:26:14 AM »
Um, we aren't talking about any ship in particular.

uhh read the first Post Kirk...
Canon is what people argue exists on ships that don't exist.

Offline Villain

  • Posts: 1480
  • Cookies: 71
  • The artist formerly known as Prime
Re: Maximum Model Size
« Reply #14 on: April 14, 2010, 01:02:57 PM »
Um, we aren't talking about any ship in particular.

uhh read the first Post Kirk...

It was an example, the actual topic is about model size.  :facepalm:

Tbh, the way I see it that it's proportional to how much you want to distort your textures. It COULD be any size, but the bigger you make it, the bigger the textures would have to be, which means more resources devoted to that one ship, which means limiting how many other ships you can have around. That's just my belief, though.


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline Nebula

  • BC elder / BCC Vice Admin
  • Administrator
  • Posts: 5500
  • Cookies: 1129
  • KM - Mod Team Member & BC - Elder (2002)
    • 9th fleet HQ
Re: Maximum Model Size
« Reply #15 on: April 14, 2010, 01:06:12 PM »
Quote
It was an example, the actual topic is about model size.
Yes the topic had the question about model size so he could MAKE the ship he wants the proper size...
his ship is connected to this thread... 
Canon is what people argue exists on ships that don't exist.

Offline Villain

  • Posts: 1480
  • Cookies: 71
  • The artist formerly known as Prime
Re: Maximum Model Size
« Reply #16 on: April 14, 2010, 01:10:05 PM »
My yoyo is connected to another thread, too, but I don't carry THAT around all day.  :dontcare:


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline CyAn1d3

  • MacDill Shipyards Design Team
  • Posts: 1656
  • Cookies: 420
  • RETIRED
Re: Maximum Model Size
« Reply #17 on: April 18, 2010, 03:32:45 PM »
When I Did A Damage Check On The Massive, I Had No Problems With Damage And Whatnot And That Baby Is Big Enough To Fit 4 Borg Cubes Inside.
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline Gareth

  • Posts: 24
  • Cookies: 1
Re: Maximum Model Size
« Reply #18 on: April 19, 2010, 06:08:38 PM »
Dyson Sphere, anyone?  :D :D :D




image uploaded...  as you can see, ditl doesnt allow for hotlinking...  :P

Offline JimmyB76

  • Posts: 6423
  • Cookies: 421
Re: Maximum Model Size
« Reply #19 on: April 19, 2010, 06:23:28 PM »
a dyson sphere was in the works quite a while ago...  the thread is somewhere around here...  but i think the project went stale...