Viewing Existing Models

I was wondering if there is any way to pull existing models out of the reference files provided with ForgeTools for viewing in Maya or whatnot. Trying to get an idea of polygon counts that the engine can handle. Tried to use convertXSI but it didn't work.

 

Thanks

4,171 views 3 replies
Reply #1 Top

the reference files in forgetools are SO out of date that they are more of a danger than a help.

and two of us  forum members have uploaded and created threads with current reference files( myself AND myfist0)

there are some scripts for some of the modeling programs that are available through the modding area's threads.

the convertxsi is FOR converting files FROM xsi to mesh for the game, not to xsi.

also there is a thread here in the forum that DOES give an idea of the engine limits AND hardcode limits, but it might be a few pages in, but from memory it is in the modding area.

also there is myfist0's wiki for sins modding.

sorry but I do not have the links for these of the top of my head, but you will find them in the modding area.

harpo

 

Reply #2 Top

Hard Coded Limits Models can be large poly counts but lots of the will lag the game. The Sins Optimization Project is slowly working on reducing existing poly counts while keeping quality models.

[Tutorial WIP] Import Sins Models to XSI which is how I got all the models into XSI from 3ds Max

Started posting them at Shared XSI Models - The SoaSE Project

http://soase.weebly.com/modeling.html

Reply #3 Top

Trying to get an idea of polygon counts that the engine can handle.

Well, the engine can handle around 50k triangle for a single model... over this, it is a crash...

For a normal play :

-fighter/bomber : between 500 to 1k tri, texture 512x512

-Frigate/cruiser : between 1k and 6k tri, texture 1024x1024

-Capital : between 6k to 12k tri , texture 2048x2048

Always better less to more... specially if you plan play on huge multistar map with 10 player...

Simply remember that a 10k tri model on very high graphic setting will always look better on screen that a 20k model on low graphic setting

Remember that poly count is somehow related to the coding too... if a mod put two time more fighter on their carrier ship, hangar, etc... it is a good idea to reduce the normal poly count for fighter/bomber by 50%... some thing if you begin mod the max of capitalship or fleet supply...

All in sins is about balance, and it is true for the models too... if you create a new frigate who is cheap and use few fleet point, it will be build a lot of them, you will have lot of them on screen, so you need a low poly count.