Update - 19th January 2011

Discussion in 'Team Fortress 2 Talk' started by The Political Gamer, Jan 19, 2011.

  1. The Political Gamer

    aa The Political Gamer

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    http://store.steampowered.com/news/4894/
     
  2. nik

    nik L12: Fabulous Member

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    5gorge sup

    also glow effects
     
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  3. Lancey

    aa Lancey Currently On: ?????

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    Rexy is a kind of happy boy.
     
  4. Rexy

    aa Rexy The Kwisatz Haderach

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    Kind of. Waiting for my tf2 to update.
     
  5. honorum646

    honorum646 L6: Sharp Member

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  6. Ravidge

    aa Ravidge Grand Vizier

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    Ambassador polycount:
    Column 1 Column 2 Column 3
    LOD# Before After
    0 9439 5331
    1 - 3259
    2 - 958
    3 - 205


    Huntsman + Arrow polycount:
    Column 1 Column 2 Column 3
    LOD# Before After
    0 6564 6320
    1 - 2844
    2 - 1478


    Direct Hit polycount:
    Column 1 Column 2 Column 3
    LOD# Before After
    0 9601 5381
    1 - 2643
    2 - 1092
    3 - 391


    Frontier Justice polycount:
    Column 1 Column 2 Column 3
    LOD# Before After
    0 5052 4961
    1 - 3079
    2 - 902
    3 - 263


    Iron Curtain polycount:
    Column 1 Column 2 Column 3
    LOD# Before After
    0 6730 5149
    1 - 3170
    2 - 1665
    3 - 763


    These are all weapon LODs added this update. (That I could find)
     
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    Last edited: Jan 19, 2011
  7. Rexy

    aa Rexy The Kwisatz Haderach

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    So far these are great!

    But the direct hit...
    [​IMG]

    [​IMG]

    [​IMG]

    This kind of texture foul is fine with LODs, it's unavoidable, but you really have to make the LODs terminate at further distances than 16...I would go with 45-50 LOD metric...that way the difference in texture and appearance is negligible. I'll update if I find other examples like this.

    Ravidge is totally right - he also reminds me that this is a c_model with no real view model (it uses the same model for first person instead of an optimized view model) so those players who are playing with low detail settings will unfortunately see things like this, for the direct hit, and every other new item that uses a c_model instead of a view model:
    [​IMG]
    I'm just glad my computer doesn't suck!

    I have to digress though, it's a start...and for that I am extremely thankful. Thank you!

    And for those who don't understand what this all means, here's what a typical view model looks like and how it's optimized:
    http://dl.dropbox.com/u/1293763/rocketlauncher_v_model_example.jpg
     
    Last edited: Jan 19, 2011
  8. Pocket

    aa Pocket func_croc

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    Am I to take the difference at distance 0 to mean they have separate models for first- and third-person, or that they just reduced the maximum polycount on the whole thing?
     
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  9. Ravidge

    aa Ravidge Grand Vizier

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    Difference at lod0 means they changed the base model, yes.
     
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  10. honorum646

    honorum646 L6: Sharp Member

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    I'm loving the hole in that scope.
     
  11. Randdalf

    aa Randdalf

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    Nar they didn't, you've probably got a version overriding it in your game files.
     
  12. honeymustard

    honeymustard L9: Fashionable Member

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    whoops.

    still, it misses menu photos and observer camera points, so I'll complain about that instead.
     
    Last edited: Jan 19, 2011
  13. Prestige

    aa Prestige im not gay anymore

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    new yukon bridge > old pipe
    mid change sounds good as well i guess

    5gorge's mid is actually pretty nice. still don't like the map at all.

    ALSO
    i think my fps got a lot worse this update hurm :/
     
  14. Wilson

    aa Wilson Burial by Sleep

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    [​IMG]
     
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  15. HellJumper

    aa HellJumper

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    Ghastlier Gibus:
    3 LODs
    3096 tris to 406

    Halo:
    3 LODs
    714 tris to 96

    Tyrant's Helm:
    2 LODs
    2972 tris to 574

    Prancer's Pride:
    NO LODs

    Gonzilla:
    2 LODs
    3140 tris to 264
     
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  16. Psy

    aa Psy The Imp Queen

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    I still don't understand why they went down the route of having a single model for both the world and player's view when the other method was perfectly fine.

    Still, it's a start...I guess.
     
  17. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    Simplification/lazyness, I'm sure. One hands model for the class (that already exists anyway), attach a world model that you have to do anyway and boom, done. No "need" for specific v_model optimizations.
     
  18. Mariner

    Mariner L2: Junior Member

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    One would think that they could just take the v_model and stuff it into a LOD number that is only used for first person.

    I mean, isn't that kind of the point of having LODs anyway?
     
  19. Mariner

    Mariner L2: Junior Member

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    I just wish they could actually USE THE FUCKING SIDE SPAWN DOORS on the central cap building.

    5Gorge sounded like a much better idea on paper than in practice.
     
  20. Mariner

    Mariner L2: Junior Member

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    Such quality.

    Anyone else get the impression they used the auto-reduction command in Max/LW for the LODs? :cursing:

    I've actually been modeling for games for quite a while, and that's inexcusable, especially given how close the camera is actually going to be when it kicks in.