Bridge Commander Central
BC Forums => BC Modding => Topic started by: furswift on February 16, 2010, 06:02:00 PM
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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.
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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...
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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.
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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
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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.
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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.
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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
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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?
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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.
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..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. ;)
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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
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I'll gladly beta this ship.. :whenitsdone
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Um, we aren't talking about any ship in particular.
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Um, we aren't talking about any ship in particular.
uhh read the first Post Kirk...
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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.
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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...
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My yoyo is connected to another thread, too, but I don't carry THAT around all day. :dontcare:
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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.
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Dyson Sphere, anyone? :D :D :D
(http://www.ditl.org/gpaf/GDysGenral3.jpg)
image uploaded... as you can see, ditl doesnt allow for hotlinking... :P
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a dyson sphere was in the works quite a while ago... the thread is somewhere around here... but i think the project went stale...
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eh it was released... I have the map though it didn't always work...
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was it? lol eeks - it must have slipped by me :P
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http://bridgecommander.filefront.com/file/TNG_Dyson_Sphere;76279, , he says it is BETA ,and not to good.
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There is no limit except maybe the poly count to allow the game to run smooth.
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.
while true:
// do this
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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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"?
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It only labels them as kilometers iirc.
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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?
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I thought Mleo made a script for that....
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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
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
kThis.SetTranslateXYZ(0.000000, 250.0000000, 0.000000)