Maybe in 5-10 years when people have better PCs people can make better models, but for now it seems like a bad idea to me.
look of zealot Starcraft 2 - Page 3
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Xapti
Canada2473 Posts
Maybe in 5-10 years when people have better PCs people can make better models, but for now it seems like a bad idea to me. | ||
pzea469
United States1520 Posts
On June 25 2010 15:40 Xapti wrote: There's a reason units are low detail (pow poly in particular). Maybe in 5-10 years when people have better PCs people can make better models, but for now it seems like a bad idea to me. the thing is that its not that much higher in poly count. I think its the texture that makes it look that good. But i'll definitely have to try it in-game to see how it runs, but so far ive put a bunch of them as doodads on a map and the game runs fine for me. | ||
sevia
United States954 Posts
Props on the modding work though. With higher-detail models like this, I could see mappers making entirely new games out of SC2 (in the genres of action or even FPS). Starcraft units are way too cool looking not to. | ||
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Last Romantic
United States20661 Posts
+approve | ||
StorrZerg
United States13917 Posts
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pzea469
United States1520 Posts
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TheNomad
United States134 Posts
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im a roc
United States745 Posts
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pzea469
United States1520 Posts
On June 25 2010 21:24 im a roc wrote: I think the reason that they didn't make it look more like your version is to keep polygon count down. Yours would probably cause a lot more lag in game, and Blizzard's rule has always been gameplay first. That is absolutely the reason they had it low poly, but my edited version really isn't that much heavier. Of course, nothing is proven until i bring it into the game as a unit and make a bunch of them and have a battle and see if it lags. The guy developing the exporter said that he will post an updated version in 1 or 2 days which he says should fix my exporting problem. Then we will see how good it runs. If it lags then i will keep optimizing it. | ||
Klumaster
United Kingdom36 Posts
Also, subpixel-sized details could cause a lot of flicker if they start aliasing as the unit moves, so they might have just tried to create the impression of what you'd expect the character to look like from a distance, while keeping everything >1 pixel. Still, all to be proven by a test in the engine! | ||
Palm
Australia18 Posts
The unit models in Starcraft 2 uses a multitude of textures amalgamated together outside the default rendering pipeline via .FX shaders. Diffuse, Normal, Emissive and Specular maps, just to name a few. In fact the default Zealot model uses ten textures in total, ranging from 64x128 to 512x512 resolutions, and that's just to get the look we see currently in game. The Portrait model uses a further four 1024x1024 textures. Add in another eight textures for each and every texture already mentioned (Mipmapping) each a fourth of the total area of the previous (e.g. Base 1024x1024 image > 512x512 > 256x256 > 128x128 > 64x64 > 32x32 > 16x16 > 8x8 > 4x4 > 1x1) and you can start to see how things can get pretty resource heavy very quickly (both texture and "processing power"), especially in a strategy game like SC2 with multitudes of units, terrain and buildings being rendered at once. All of that aside, would I like to see the new version in game? No all that fussed really. It would be difficult to fully appreciate the extra detail at the default camera distance. I'm quite happy with the current Zealot model, up close it may not look very "realistic" but I will take a stab and assume most players rarely stop to admire the view in the midst of a competitive game anyway. Measuring a models suitability from just poly-count alone is like assessing a players skill in WoW via gear-score or from a SC players APM. It's only a small piece(some would say insignificant) of what really makes a player able to perform well, not the only piece. | ||
FreshVegetables
Finland513 Posts
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pzea469
United States1520 Posts
On June 26 2010 05:40 Palm wrote: As Klumaster has mentioned, there is far more to consider when it comes to performance then just poly-count. As we push more and more into shader driven effects, the demand for texture centric resources grows ever higher. The unit models in Starcraft 2 uses a multitude of textures amalgamated together outside the default rendering pipeline via .FX shaders. Diffuse, Normal, Emissive and Specular maps, just to name a few. In fact the default Zealot model uses ten textures in total, ranging from 64x128 to 512x512 resolutions, and that's just to get the look we see currently in game. The Portrait model uses a further four 1024x1024 textures. Add in another eight textures for each and every texture already mentioned (Mipmapping) each a fourth of the total area of the previous (e.g. Base 1024x1024 image > 512x512 > 256x256 > 128x128 > 64x64 > 32x32 > 16x16 > 8x8 > 4x4 > 1x1) and you can start to see how things can get pretty resource heavy very quickly (both texture and "processing power"), especially in a strategy game like SC2 with multitudes of units, terrain and buildings being rendered at once. All of that aside, would I like to see the new version in game? No all that fussed really. It would be difficult to fully appreciate the extra detail at the default camera distance. I'm quite happy with the current Zealot model, up close it may not look very "realistic" but I will take a stab and assume most players rarely stop to admire the view in the midst of a competitive game anyway. I was recently able to get it in game as a unit. So I tested a battle and went smoothly. The reason I havnt posted it yet is because I can't get the ponytail to appear. Hope to fix that soon. My comp is a little on the nice side tho, not amazing but nice. I'd like to see how it affects someone with a not so good comp. Although if the game already lags for u, this isn't gonna help. | ||
3FFA
United States3931 Posts
On June 25 2010 15:59 Last Romantic wrote: looks like reach +approve Awww you beat me to it! + approve a million times^^ Also, pm the guy that put that up on youtube and see if he can help you. | ||
Palm
Australia18 Posts
The reason I havnt posted it yet is because I can't get the ponytail to appear. Hope to fix that soon. Since the Zealot ponytail is treated differently to the rest of the model (physics applied to allow it to wave about based on the Zealots accelerated motion) the engine itself appends its own ponytail model to the Zealot. I think Blizzards Dev's refer to them as "Ribbons" (Ponytails, Corrupter tentacles etc). It's my guess that the engine just references a specific bone in the Zealots model and attaches the end of the "Ribbon" to it's position. I would assume you removed this bone when deleting parts of the standard unit to make way for the portrait head. So it should be an easy fix to just create a new bone in the position required, that shares the same name as the old bone before it was deleted. Try calling it "Star2Ribbon01" and see how that goes. ![]() My comp is a little on the nice side tho, not amazing but nice. I'd like to see how it affects someone with a not so good comp. Although if the game already lags for u, this isn't gonna help. I doubt anyone would notice any difference from just one model, I was more referring to the accumulative effect of adding fine details to every model and the performance problems you would have as a result. Just throwing it out there really. ![]() | ||
Myv382
China31 Posts
It lags already even when I turn all the video settings lowest. | ||
pzea469
United States1520 Posts
On June 26 2010 06:13 Palm wrote: Since the Zealot ponytail is treated differently to the rest of the model (physics applied to allow it to wave about based on the Zealots accelerated motion) the engine itself appends its own ponytail model to the Zealot. I think Blizzards Dev's refer to them as "Ribbons" (Ponytails, Corrupter tentacles etc). It's my guess that the engine just references a specific bone in the Zealots model and attaches the end of the "Ribbon" to it's position. I would assume you removed this bone when deleting parts of the standard unit to make way for the portrait head. So it should be an easy fix to just create a new bone in the position required, that shares the same name as the old bone before it was deleted. Try calling it "Star2Ribbon01" and see how that goes. ![]() I doubt anyone would notice any difference from just one model, I was more referring to the accumulative effect of adding fine details to every model and the performance problems you would have as a result. Just throwing it out there really. ![]() nope, it didnt work for me ![]() My guess is that its the dummies. I'm not sure what a dummy is but they look like green boxes surrounding some of the bones. The M3 exporter won't let me export anything but bones and a mesh, so i have to delete them in order to export. Its probably there that info gets lost. Hopefully with his new exporter version coming real soon this problem will be fixed. Thank you though for the help EDIT: nvm i just got word that its just the exporter that currently doesn't support ribbons. Just gotta wait for a new version | ||
Palm
Australia18 Posts
nvm i just got word that its just the exporter that currently doesn't support ribbons. Just gotta wait for a new version Yep, I just stumbled upon your conversation with Nintoxicated01 over on sc2mapster.com just now ![]() | ||
Ichabod
United States1659 Posts
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pzea469
United States1520 Posts
On June 26 2010 13:29 Palm wrote: Yep, I just stumbled upon your conversation with Nintoxicated01 over on sc2mapster.com just now ![]() yeah, im not quite sure whether the next release will support ribbons though, since he said in the "future" Updated OP with in-game unit shots. Pretty much done except for the missing ponytail. | ||
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