Turrent problems again

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TheDeadlyShoe
Posts: 549
Joined: Tue Apr 06, 2004 3:06 pm

RE: Turrent problems again

Post by TheDeadlyShoe »

Lol- i thought the new one was only 2000 polies. 5k with turrets?
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
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DamoclesX
Posts: 872
Joined: Thu Apr 08, 2004 10:50 pm
Location: Canada

RE: Turrent problems again

Post by DamoclesX »

ya
stupid ea turrents eat up polys like a mofo, and it does not help that they have so many bloody many of them


I made a 2k one... and it was clunky as hell... but.. I dunno... I'm thinking of doing this one lower.. its something like 3200 It hink without turrents.. or 4k hell I cant remember I did 3 freaking modesl today lol


I guess what it comes down to, is if I can get decent fps with this setup on a better system then mine(it IS outdated) then screw it lol i"m upgrading so can everybody else LOL

8 turrents so far, i'm skipping some of the smaller ones
the damn nova has 22
I dont have a clue how that one will work

the thing is tho, even if I kill this down to like 2k it barly effects the turrents. milo's gonna have to look at this one I'm thinking
Jason Blaz
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TheDeadlyShoe
Posts: 549
Joined: Tue Apr 06, 2004 3:06 pm

RE: Turrent problems again

Post by TheDeadlyShoe »

...have you tried tweaking the turret models? [;)]

Anyways, we'll see how it goes.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
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DamoclesX
Posts: 872
Joined: Thu Apr 08, 2004 10:50 pm
Location: Canada

RE: Turrent problems again

Post by DamoclesX »

ya..

im gonna.....

sigh

i'm so sick of this model


I"m gonna re-do it and totaly cut the count down on everything

its gonna look pretty low tho.. damn this turrent bug is annoying me a lot
Jason Blaz
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DamoclesX
Posts: 872
Joined: Thu Apr 08, 2004 10:50 pm
Location: Canada

RE: Turrent problems again

Post by DamoclesX »

bah

forget that

I swapped in a 2k model I had and dropped the turrent count nearly in half

for a whole 6fps gain

meh
its staying like this, I can freeze the turrent models and use it that way until there is a fix for this

tomorow
3am here

so tired
Jason Blaz
Way to much to list here!
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TheDeadlyShoe
Posts: 549
Joined: Tue Apr 06, 2004 3:06 pm

RE: Turrent problems again

Post by TheDeadlyShoe »

Hahah. ok. There's nothing that says, though, that you have to drop all the weapons, even if you drop the turrets.... You could use a none-modeled weapon. I mean, that works fine and looks fine so long as arn't zoomed in on the ship. So that will be even more fine on lighter more numerous ships.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
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