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Old 05-22-08, 12:33 PM   #26
Deamon
Commodore
 
Join Date: Apr 2002
Location: Germany
Posts: 642
Downloads: 5
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Quote:
Originally Posted by Sung
Thats ingame?
YES

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The models look like a lot of polys
Yes the models are poly heavy to several reasons. I knew from the beginning that it will take long to finish the project and when I would have choosen a polycount that would be appropriate for the time I started the project then by the time of releas years later the game would look totally obsolet. I regard visuals as very important so I was planning years ahead and choose a high polycount that will be up to date when the game is released to the public.

Also the targeted level of detail, authenticity andcertain realism features requires naturally more polygones.

Another reason the models are all polyheavy is that most if not all of the vehicles will be driveable. Of course the ship you operate should be of high quality since this is the vehicle you see from closest range all the time.

The vehicle SDK will be finished soon and then everyone can put his vehicles easily into the game and operate them. IUF is supposed to become a moders paradise at the end.

I also abandoned the idea to support the weak specs. IUF is too demanding and I want to optimize it from mid to high specs, judging by what mid to high sepcs will be by the time of release. The average hardware will get more powerfull till the release and I have planned ahead accordingly.

This is all fine cause I like to create a sim that is timeless.

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and I saw some bad polygons for examples on the air exhausts?
The artist who made this models for me left the team before he finished the job hense there are some errors and the models are not quite finished.

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The ships are complete untextured?
Apparently they are textured but not fully. U-boats are untextured.

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What engine is used?
I build my own from subcomponents. For rendering I use OGRE for sound I use right now OgreAL soon more subcomponents will join the party.

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Ah OK.
So you first finish the game mechanics and at last the Gfx?
Well actually it started out kinda vice versa. The first things I ever did for the project were a couple of detailed u-boat models. But after the coding work started almost 2 years ago I left modeling almost completely, I still want to finish my u-boats and recently modeled the kiel bay prototype. But else I would like to focus on coding, since I am the only coder in the team and leave the artwork for future artists.

Last edited by Deamon; 05-22-08 at 05:34 PM.
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