Author Topic: A quick 'hey', and my Nibelheim images  (Read 25525 times)

Sephiroth 3D

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« Reply #25 on: 2002-08-20 17:15:09 »
Yes, it can be done, but just having it in the scene will increase render times, even if you don't see it. It may not be by very much, but it WILL increase render times.

I still say the 2-parts method would be better. Another advantage: You won't get confused as easily when trying to setup a shot. Yet another advantage: The Inside doesn't have to conform to the outside.

And I just like to point out that they DID what I suggested in FF7! Do you think that window to Tifa's room in the Lifestream/Flashback part was all one set/model? I seriously doubt it...

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Synergy Blades

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« Reply #26 on: 2002-08-20 17:19:16 »
I doubt it too. ;) I'm not even going to come to the insides for quite a while yet so I don't need to worry about how to go about it just yet. :)

Skillster/RedSarg99

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« Reply #27 on: 2002-08-20 21:37:41 »
love the pics mate
and welcome,
u guys thinking what im thinking???

Jedimark

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« Reply #28 on: 2002-08-20 21:41:27 »
I think I was thinking the same Skillster... but its too "polygon-intensive" :weep:

Synergy Blades

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« Reply #29 on: 2002-08-20 23:12:52 »
I'm thinking I want some totally-chocolate-coated Jaffa Cakes... is that what you're thinking?  :wink:

Skillster/RedSarg99

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« Reply #30 on: 2002-08-20 23:26:52 »
jedi mark: i wasnt thinking that.
but u know wot, reduce the number of polygons, OR use guroud shading to remove the need for texturing then i think it can be possible :)
but i was thinking more remake, just imaging that neiblheim with texture mapping, heh, a few shots of that at 800* 600 would be nice for backdrops in FF7:Remake, or adding FMVs to indicate motion to a new camera angle

Synergy Blades

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« Reply #31 on: 2002-08-21 00:40:37 »
I doubt even reducing the polygons would make it suitable for an interactive version - if I'd know someone wanted to use it as such I would have set out from the start to make it low polygon. ;)

I can do shots or FMVs for the Remake, if you'd like.  :)

Sephiroth 3D

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« Reply #32 on: 2002-08-21 05:06:00 »
Truth be told, I've been thinking about that ever since I first saw you images. I kept thinking: "We could REALLY use that model for the remake..."

I don't know why I didn't say anything... *Slaps himself*

Sephiroth 3D

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ficedula

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« Reply #33 on: 2002-08-21 17:15:30 »
Don't underestimate 3d cards, y'know ... even an not-so-powerful card nowadays can push a few million polygons per second. Texturing doesn't slow things down *too* much either; since everything uses textures, it's something that the manufacturers make sure is *very* optimised ;)

Sure, it might need tweaking to render real time ... but bear in mind most 3d programs render slowly because they're doing calculations in software to a much great precision than 3d cards do. The end result is more accurate (realistic, kind of) but slower ... you might be surprised at the speed a 3d card could squeeze out of it just by dropping some realism ;)

Aaron

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« Reply #34 on: 2002-08-21 18:00:36 »
A lot of the "dropped realism" you wouldn't be able to notice, either.

:P

Qhimm

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« Reply #35 on: 2002-08-21 23:22:09 »
This whole so-and-so-many-polygons per second way of measuring is kind of misleading, since it doesn't put into account the frame rate. If you have a scene with that many polygons in it, you get a frame rate of 1fps...  :)  Then again, I don't know how many polygons that Nibelheim scene is.

Synergy Blades

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« Reply #36 on: 2002-08-22 01:21:45 »
According to File > File Properties:

Vertices: 86287
Faces: 168964

That's not bad considering I've pretty much finished working on the detail for the Inn and the Store next to it - I'd have thought it was much more than that to be honest. Anyways, on to Cloud's house next. ;)

Sephiroth 3D

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« Reply #37 on: 2002-08-22 01:41:25 »
Wow... That IS good. And you probably haven't even optimised it yet, huh? Can we get an updated pict? (400x300 would be fine...)

Sephiroth 3D

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Synergy Blades

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« Reply #38 on: 2002-08-22 01:49:34 »
I'm gonna wait for a bit, at least til I get all the houses done before I put another image up. ;)

ficedula

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« Reply #39 on: 2002-08-22 10:41:00 »
Well, if we take that at ~150K polygons with optimisation, something doing 3M polygons/sec would render the scene at 20FPS...

OK, so you'd want to optimise it far more than that ... but it's not beyond the realms of possibility, is it? ;)

Sephiroth 3D

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« Reply #40 on: 2002-08-22 18:52:14 »
Not at all. We'd take the High-rez version, and make maps & a low-rez version out of it for use in the game. This will probably be the technique we'll use for the new battle areas, when we start doing that.

Sephiroth 3D

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Alhexx

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« Reply #41 on: 2002-08-22 20:54:06 »
Ah hell, that smells like there will have to be some nice additions in Ultima to create new battle locations ... hm ... but I'll leave that rendering-fps-problem to you :D

 - Alhexx

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Aaron

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« Reply #42 on: 2002-08-22 21:29:36 »
Course, there are cards that can hit more than 3 million triangles/second, I think... and um, the remake won't be done for a while, we know, so by then, there'll be even fancier cards out :P

sfx1999

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« Reply #43 on: 2002-09-11 00:00:47 »
It isn't too graphic intensive! Honestly...

Goku7

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« Reply #44 on: 2002-09-11 00:18:53 »
Hey, I don't suppose you can use some of that 3D modeling skill to give the character models themselves (at least the battle models) a high-res update? :wink:

Sephiroth 3D

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« Reply #45 on: 2002-09-11 02:31:50 »
ahh... but then you'll have the debate: Go for the classic look, or update it. Personally, I HATE the idea that they're updating the graphics for the PSX FF1 re-release.

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Goku7

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« Reply #46 on: 2002-09-11 02:41:22 »
I wasn't talking about texturing them, though.  IIRC, someone here said that the hi-res models of Sephiroth and Cloud didn't use textures (excluding the face textures, of course), yet they were amazing compared to the standard models that also didn't use any textures.....

Waitaminute.......I just got an idea.  You know how most FPS games like RTCW have options that allows the user to control the model complexity?  Why not implement something like that in the config?

Want the classic look?  Choose "Low Detail models".  Feel like you're missing out graphically?  Choose "High Detail models".  Simple as that, for avoiding the Conundrum. :D

Aaron

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« Reply #47 on: 2002-09-11 12:25:06 »
I kinda like updated graphics (for things like FF1) as long as it doesn't look stupid and doesn't interfere with gameplay at all (the gameplay needs to be exactly the same as the original).  Like, SMB1-3 in Super Mario All-Stars is a good example.

Synergy Blades

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« Reply #48 on: 2002-09-11 15:58:47 »
I do want to do a high-res Cloud at some point (hi-res as in, like the one on the FF7 box, perhaps with real eyes, but not like Squall-style FF8 realism). I'm just so damn busy at the moment, and I want to finish Nibelheim first. I haven't worked on it in an age. :(

KojiroTakenashi

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« Reply #49 on: 2002-09-21 18:00:09 »
Two Words to solve the intensiveness problem...
Programmable Shaders
Sure, you'd need to make it a bit low-res, but no problem as I see it :D
Now, to find someone who knows how to do that...