Author Topic: Maximum Model Size  (Read 4114 times)

Offline Nebula

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Re: Maximum Model Size
« Reply #20 on: April 19, 2010, 06:34:33 PM »
eh it was released... I have the map though it didn't always work...
Canon is what people argue exists on ships that don't exist.

Offline JimmyB76

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Re: Maximum Model Size
« Reply #21 on: April 19, 2010, 07:32:13 PM »
was it?  lol eeks - it must have slipped by me :P

Offline tiqhud

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Re: Maximum Model Size
« Reply #22 on: April 19, 2010, 07:46:19 PM »
TiqHud
you sir, are unable to strike, the port or starboard parts of hull , of a bovine storage facility.
Canon , what people argue exists, that doesn't really  exist.
It is all the little details, that cause headaches.
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Offline Mario

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Re: Maximum Model Size
« Reply #23 on: April 20, 2010, 06:27:04 AM »
There is no limit except maybe the poly count to allow the game to run smooth.

Quote
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?

Because any game is a resource hog, it is not an application which triggers on certain events the game runs in a loop.

Code: [Select]
while true:
// do this

Quote
The Sol system's sun (in KM 1.0), The sun is about several hundred thousand kilometers, I think this is the biggest object

Then not anymore. While low poly then the vela pulsar beam effect is the next largest 100 000 game units in size (about 10 000 km). Not to mention the additional sun streak effect which is also a model some are up to 150 000 game units (15 000 km).

No lagging, low poly models scaled up via code.
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Offline vonfrank

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Re: Maximum Model Size
« Reply #24 on: April 20, 2010, 09:10:11 AM »
this may seem like a stupid question, but what exactly is a "Game Unit"

BC uses kilometers in game so how can you identify a "Game Unit"?

Offline Villain

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Re: Maximum Model Size
« Reply #25 on: April 20, 2010, 09:16:27 AM »
It only labels them as kilometers iirc.


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

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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 vonfrank

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Re: Maximum Model Size
« Reply #26 on: April 20, 2010, 09:32:12 AM »
hmm...

yeah, i've noticed that ships are too big in comparison to that in game measurment

for example, you coule be at the bottom of a federation starbase and the distance to the center will read as 30km, when it should really only be something like 10 or 12km (as per cannon)

the starbase is scaled correctly so it must be that the game units are not accurate

is there some way to change their value slightly to make them accurate to the Kilometer?

Offline Nebula

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Re: Maximum Model Size
« Reply #27 on: April 20, 2010, 09:36:01 AM »
I thought Mleo made a script for that....
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Offline Mario

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Re: Maximum Model Size
« Reply #28 on: April 20, 2010, 09:37:25 AM »
this may seem like a stupid question, but what exactly is a "Game Unit"

BC uses kilometers in game so how can you identify a "Game Unit"?

That's what you think and you think wrong.

BC Converts the output in a format you could comprehend but it uses the term which I call "Game Units". If you've ever done some scripting you'd know.

If I want to position an object in 3d space to be about 40 km from me I most certainly won't script in

Code: [Select]
kThis.SetTranslateXYZ(0.000000, 40.0000000, 0.000000)

The object would be on top of me more or less (4-5 km approx)

I'd script something along the lines

Code: [Select]
kThis.SetTranslateXYZ(0.000000, 250.0000000, 0.000000)
Acta, non verba.
aka USS Sovereign