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Thread: Kiev russian aircraft carrier

  1. #11
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Intruder @ Oct. 06 2002,16:58)</td></tr><tr><td id="QUOTE">Yeah, any words from the creator? (I&#39;m aware a picture&#39;s worth a thousand words )[/QUOTE]<span id='postcolor'>
    At OFP.INFO:

    Prospero: Still a long way to go, but anyway...

  2. #12
    cool... but why show em so early? now i know about it and have to wait.

    GREAT WORK&#33;

  3. #13
    Sergeant Major
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    Nice&#33;
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  4. #14
    Chief Warrant Officer Antichrist's Avatar
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    Do u need GeForce6 to be able to run this thing? Or will GeForce 5 do?

  5. #15
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Antichrist @ Oct. 06 2002,21:42)</td></tr><tr><td id="QUOTE">Do u need GeForce6 to be able to run this thing? Or will GeForce 5 do? ***[/QUOTE]<span id='postcolor'>
    I think that if you have a Radeon 9700 the game will go down to 1fps when you put this baby on the mission.

  6. #16
    GeForce4 minimum, and really designed to be placed out at sea (without land in sight, and viewdistance set to < 1000m), or as a Quake-type level in itself (yes, it is enterable) for "storm the aircraft carrier" levels. The carrier is 274 meters long.

    I started it purely as an experiment - can one take a very high poly-count model and import it into OFP? The answer seems to be yes, with a few tricks.

    Oh and I did check - at this stage it is actually quite playable on a GeForce3 system. And it&#39;s just fine when walking around it - when the engine doesn&#39;t have to render too much of it at once.

    I would be very grateful for any pointers to (or indeed, soft/hardcopies of) suitable photographic reference material of the Kiev class carriers (not the Modified Kiev class - that&#39;s a pretty different animal). This will help speed the production process.

    One more thing - I am currently modeling the deck runway paint pattern as a solid object to avoid the rather ghastly way the OFP engine renders runway textures from afar.

    Prospero




  7. #17
    whered you get the model from? It looks vaguely like a model from Commanche/Hokum, in a non textured sort of way

  8. #18
    looks great..high poly like most people mentioned. u can remove some unwanted details..like those squares on the floor..did u make this model from scratch?

    cheers
    The older I get, the less I listen to what people say, I watch what they do. *** *** ***

  9. #19
    Chief Warrant Officer Antichrist's Avatar
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    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Oct. 07 2002,08:24)</td></tr><tr><td id="QUOTE">GeForce4 minimum, and really designed to be placed out at sea (without land in site, and viewdistance set to < 1000m), or as a Quake-type level in itself (yes, it is enterable) for "storm the aircraft carrier" levels. The carrier is 274 meters long.

    I started it purely as an experiment - can one take a very high poly-count model and import it into OFP? The answer seems to be yes, with a few tricks.

    Oh and I did check - at this stage it is actually quite playable on a GeForce3 system. And it&#39;s just fine when walking around it - when the engine doesn&#39;t have to render too much of it at once.

    I would be very grateful for any pointers to (or indeed, soft/hardcopies of) suitable photographic reference material of the Kiev class carriers (not the Modified Kiev class - that&#39;s a pretty different animal). This will help speed the production process.

    One more thing - I am currently modeling the deck runway paint pattern as a solid object to avoid the rather ghastly way the OFP engine renders runway textures from afar.

    Prospero[/QUOTE]<span id='postcolor'>
    How did u overcome 128 meters limit for models?

  10. #20

    Wink

    I just hope this doesn&#39;t become one of those overly ambitious projects that never gets finished.
    Fingers crossed...looks nice.

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