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#152 | |||||||
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Old Alpha
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Minas alh Lhander Soc: Praetorian Guard
Location: Sweden
EFD: 1,920.75
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Quote:
There are several series of armors, where names and stats-distribution are related, and I actually think its neat that they also resemble eachother in looks. And remember, more different models = more memory consumption = more lag. |
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#153 | ||||||
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Dominant
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Well, more different armors aren't a real problem for memory comsumption, meshes don't need that much.
Numerous textures could be a problem, especially multitexturing. And the new working model of the shadow armor don't has a texture yet. Maybe an shader. Different models for all armors, more diversity! ![]() Last edited by Agar; 08-18-2007 at 12:53.. Reason: typo |
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#154 | ||||||
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Old Alpha
![]() ![]() ![]() ![]() ![]() ![]() ![]()
Posts:
Gender:
Ingame: ![]() Avatar Name:
Minas alh Lhander Soc: Praetorian Guard
Location: Sweden
EFD: 1,920.75
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True.
But meshes get more and more advanved too, for example, it would be nice to share things like that high resolution normal map they seem to be useing for the sample. (which is technically a texture, but more part of the mesh data really) |
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#155 | ||||||
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Old Alpha
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Extremely nice result. Gratz to MA.
I understand the redesign of shadow gets priority over vehicles, taming, content, space lfight, bugs, ... ![]() Or does MA lack programmers and to many graphic designers ![]() Well, lets wait to see what is else on the plate of the VU. Maybe it will be cool too. |
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![]() Born in Entropia on : 2003-10-29
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#156 | |||||||
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Elite
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Didnt read through all posts...was hoping for the last one having a perfect statement.
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Looking at the new shadow reminds me the drones lost their shiny metal body again... |
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