A little warning about the new models!

Discussion in 'Team Fortress 2 Talk' started by YM, Oct 22, 2009.

  1. YM

    aa YM LVL100 YM

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    Do not be tempted to use them

    However pretty they are, it comes at a rediculous cost.

    Van: 30,000 (hydro truck = 5000)
    Phone: 6,000 (normal telegraph pole = 670)
    Bobblehead(s): 1,500
    Mug: 700
    HS sign: 116 (sort of acceptable for what it is, if one of us made it we'd get told to trim it down though, its high for what it is)
    FOAD billboard: 230 (actually acceptable for a map but it's vertex layout isnt that good if its in partial shade)


    I added some reference in there. the van is 6 times and the payphone is 10 times the poly count of the nearest comparable model designed for use in tf2.

    EDIT:

    I found the materials, they're in the tf folder not the GCFs.

    The camper's textures are 50.9MB This is as big as many entire maps. Just be glad you dont have to pakrat these badboys in!!

    I haven't even found the textures yet to see how big they are, but they're enormous and most have equal resolution normal maps so those will also be huge, don't waste the memory space by forcing a player to load these assets, its not worth it.

    (besides, a landrover is coming with the swamp expansion)
     
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    Last edited: Oct 22, 2009
  2. ANova

    ANova L7: Fancy Member

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    Tell Swaty this i think his going to be the only one using them
     
  3. J4CK8

    J4CK8 L11: Posh Member

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    Well, they did warn you that they weren't optimized...but surely they could've done something
     
  4. The Political Gamer

    aa The Political Gamer

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    Um wow thats a punch to the gut.
     
  5. YM

    aa YM LVL100 YM

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    Why should they? they're for machinima, and thats their latest venture in support, you know, they released the heavy source models.. but not so we could pose him and use him in a map... so we could make machinima.

    :rolleyes:
     
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  6. Rexy

    aa Rexy The Kwisatz Haderach

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    That's ridiculous! Thanks for looking at those, the thought didn't even cross my mind. 30,000 polygons? That's like 3 bombcarts... (11456 x 3)

    Then again, I'm guessing those models were intended for cinematic purposes...meaning they were never really meant (shouldn't be used) for use as props in the source engine.

    Generally, cinematic 3-D models have a much greater polycount, because the detail is necessary, and the rendering isn't handled by an engine, rather a render farm that takes care of the heavy load of processing the animation.

    I suspect that because Valve is moving closer toward cinematics in their games, they actually have versions of all of the tf2 class models with much greater numbers of polygons so they can make movies, like 'meet the' classes videos. As is, the current tf2 models are cost effective in terms of #'s of polygons...and they look suspiciously better in the 'meet the' videos.

    Youme, do any of the new models have LOD versions?
     
  7. TheBladeRoden

    TheBladeRoden L7: Fancy Member

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    Somebody go decompile them, optimize them, and rerelease them
     
  8. YM

    aa YM LVL100 YM

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    of course not, I'd have said that if there had been any, you know i model now I know what i'm looking at :p
     
  9. Micnax

    aa Micnax I maek map

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    Mother of god

    Well, they WERE meant for moviemaking, not mapping. Valve is just too lazy to actually optimize them.
     
  10. Rexy

    aa Rexy The Kwisatz Haderach

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    Right, I should have known.

    But good golly, Looking at the model in the viewer, there's so much detail in the INSIDE of the camper (for filming purposes)...and even the tires are so round. No wonder there's so many polygons. But seriously, they could have provided an LOD model or two...
     
  11. Haas

    Haas L1: Registered

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    I thought it isn't very hard to go from high poly to low poly, visa versa is a lot harder.
     
  12. Rexy

    aa Rexy The Kwisatz Haderach

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    Ok.

    I'll make one with at least half, then with 3 LOD meshes, and a collision mesh (because they didn't include one already!!!!)
     
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  13. randomteddy

    randomteddy L1: Registered

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    i hope you know how to bake normals that could help you optimize certain thing like the keypad on the back of the camper and other stuff


    edit: phone looks tempting to optimize
     
    Last edited: Oct 22, 2009
  14. strangemodule

    strangemodule L5: Dapper Member

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    Whew, good thing I didn't use that camper van.
     
  15. Rexy

    aa Rexy The Kwisatz Haderach

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    Don't throw the baby out with the bathwater just yet.

    [ame="http://forums.tf2maps.net/showthread.php?p=116673#post116673"]Model Sniper's Camper Model - Preformance Edition! - TF2Maps.net[/ame]
     
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    Last edited: Oct 22, 2009
  16. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I wouldn't be surprised if a map gets thrown up that's just a road with 50 of these bad boys on it.

    "I thought it would be awesome to be the first map to use the camper van, and because there are no long linear maps i thought it would be cool to make one too, oh and it's underwater because that's cool too and no one's done that before."
     
  17. Jack Riguel

    Jack Riguel L10: Glamorous Member

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    Sadly this isn't going to stop the whole wave of kids throwing these models into their poorly made orange maps. *sigh*

    Either way, nice to see this on the front page, definitely needs to be noted... since it's not like people actually read what Valve says.
     
  18. strangemodule

    strangemodule L5: Dapper Member

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    Also, not sure if anyone has said this yet, but the new Sniper models are NOT in the TF2 GCF, meaning you'll have to Pakrat them in for any map you put them in.
     
  19. YM

    aa YM LVL100 YM

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    This IS true, since they are downloaded with the SDK not the game, so MANY people wont have them.
     
  20. strangemodule

    strangemodule L5: Dapper Member

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    Sadly I learned this the hard way...

    Youme, you should use your special email powers to tell Valve about their forgetting to put the models in the TF2 GCF. :p