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ForumsShowcase → V Early WIP: Can I get away with fewer sides?
V Early WIP: Can I get away with fewer sides?
2004-01-21, 9:39 PM #1
A round pipe meeting a curved surface. Tried it first with 8 sided pipes:
[http://dastardly.clare.cam.ac.uk/~cm319/editing/bubble/bubble08.jpg]
Looks a bit weird, so i tried it with 16 sides:
[http://dastardly.clare.cam.ac.uk/~cm319/editing/bubble/bubble16.jpg]
Clearly looks better, but doubles the number of surfaces and adjoins. Can I get away with only 8 sides to the pipe do you think? Keep in mind that the edge where the pipe meets the wall will be rounded, so that's at least another two adjoins per side of the pipe.

And before you all say it, yes I know you can see dflt! [http://forums.massassi.net/html/tongue.gif]
2004-01-21, 10:58 PM #2
I think its good enough as it is.

Oh and i dont see dflt... only dflt.mat

[http://forums.massassi.net/html/tongue.gif]

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"Hass, alkoss, gyarapíts: s a haza fényre derûl!"

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2004-01-22, 2:15 AM #3
OMG IT'S INDIANA JONES AND THE THING WHERE HE RUNS AWAY FROM THE BOULDER [http://forums.massassi.net/html/biggrin.gif]

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2004-01-22, 3:54 AM #4
I would go for 16. Looks 10 times better. And you shouldn't always consider those cavemen with machines still unable to render that at decent framerates. It hinders progress.

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"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2004-01-22, 5:25 AM #5
Go for 10, 16 is too far, and 8 is too less... either that or 12... 12's a good number.

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"I was driving along listening to the radio, when Judas Priest comes on. It was 'You've got another thing coming.' All of a sudden, I enter 'VICE CITY RAMAGE MODE' and nearly ran some guy over"
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2004-01-22, 5:45 AM #6
It depends on how much more detail you are planning on adding. These days, the number of adjoins and surfaces and such dont really matter... until you hit the adjoin limit. Because computers are so much better than they were 5 or 6 years ago, so the only thing you really have to worry about is that adjoin limit.

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2004-01-22, 5:49 AM #7
And the surface, thing, vertex, and sector limit.

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the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2004-01-22, 6:41 AM #8
If it really bothers you, just compromise and go with 12. I'm always facing this issue, about adjoin limits and what not. Just don't worry about it, and if it becomes a problem later, it can be fixed.

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2004-01-22, 6:49 AM #9
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Wolfy:
And the surface, thing, vertex, and sector limit.

</font>


Umm, Wolfy, there is no thing limit anymore. *wink* *wink* [http://forums.massassi.net/html/wink.gif]

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2004-01-22, 6:55 AM #10
If cleaved right, it shouldn't affect number of adjoins, just surface count. Just a thought.

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2004-01-22, 12:52 PM #11
Wow that is nice and cleanly done.
/me opens JkEdit to try to do the same [http://forums.massassi.net/html/smile.gif]

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"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"
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The Arcane Sith
2004-01-23, 4:16 AM #12
It's not the number of sides on the tunnel cylinder that is going to cause mroe adjoins, it's the number of surfaces on that upward slant. You'll want to have teh cylinder be the sector that is sliced to meet up with the other. Then you'll only have about 6 adjoins no matter how many cylinders the tunnel has.

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Clarinetists, unite!

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(a work in progress)
2004-01-23, 5:52 AM #13
12 or 16. Or be a rebel and use 14...

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Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2004-01-23, 6:13 AM #14
I'll be different and say you should keep the 16 sider.

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Member of the Minneassian Council
2004-01-23, 6:26 AM #15
I think the choppy texture job on the 8 is throwing me off. Try and take a shot from 3d preview of it, just with the tube and curved wall with stiched textures. Im having trouble with looking at the 8, but the 16 had nicely laid our textures, for being dflt.mat. But if you dont wanna mess with it anymore, go with 16.

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2004-01-23, 7:21 AM #16
Or, you can go with the 16 sided cyclinder. And use 3do's to take care of the curve, if your that worried about visiable adjoin limit but I really don't think its that bad.

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I felt like destroying something beautiful.
"Nulla tenaci invia est via"
2004-01-23, 9:35 AM #17
You might be able to do the 8, but it's hard to tell, since the 16 has aligned textures... So it's hard to compare the two

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http://www.writings-emag.net The next big thing since individually wrapped cheese slices (coming soon).
If you choose not to decide, you still have made a choice.

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2004-01-23, 10:46 AM #18
8 is what people used in 1997, we're in 2004 now...You figure it out.

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Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2004-01-23, 11:34 AM #19
The 8 seems to look fine. That one looks like it slants up in the back, where the 16 sided doesn't. The main thing is you don't have those vertical lines showing in the 16 sided, which gives it a nice smoother look, I think. And yeah, it shouldn't require many adjoins. Cleave up the tunnel, not the open room.

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Cast Your Spell On Me
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The Wolf Has Come
2004-01-23, 12:39 PM #20
I think the 8-sided one looks fine, it's the texturing that makes it look funny. I actually prefer keeping JK/MotS levels lower-poly so they fit with the low-poly models.

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Check out updates for my editing work at the Shadow Jedi Academy.
2004-01-23, 1:06 PM #21
8 looks fine, but 16 looks good.

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Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2004-01-23, 1:30 PM #22
I'd go with 16.

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"It has become appallingly obvious that our technology has exceeded our humanity."

-Albert Einstein
2004-01-23, 3:34 PM #23
12 is a usual modeling number, plus it's got just enough detail without being too many surfaces.

JediKirby

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"I was driving along listening to the radio, when Judas Priest comes on. It was 'You've got another thing coming.' All of a sudden, I enter 'VICE CITY RAMAGE MODE' and nearly ran some guy over"
- ]-[ellequin
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2004-01-23, 5:18 PM #24
do 12 surfaces bog down the game THAT much? jeez, you can create a 18 side cylinder in JO and even it wont lag. but you never know and i dont know about JK so...

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America, home of the free gift with purchase.
America, home of the free gift with purchase.
2004-01-24, 2:33 AM #25
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Takimoto:
If cleaved right, it shouldn't affect number of adjoins, just surface count. Just a thought.</font>

Yeah, I have since posting figured out a way of reducing the number of adjoins you've got to look through.

Quote:
<font face="Verdana, Arial" size="2">Originally posted by GeneralRamos:
It's not the number of sides on the tunnel cylinder that is going to cause mroe adjoins, it's the number of surfaces on that upward slant. You'll want to have teh cylinder be the sector that is sliced to meet up with the other. Then you'll only have about 6 adjoins no matter how many cylinders the tunnel has.</font>

Well the number of sides on the tunnel dictate the number of surfaces on the upward slant, since the slant only looks good when it curves at the same height as the edges forming the cylinder. If I read your second sentence correctly, that's what I'm doing at the moment, but as I said above, I have figured out a better way of doing it, whereby the cylinder gets one cleave and the room gets chopped into several sectors, with fewer adjoins overall, and less to look through all at once.

Quote:
<font face="Verdana, Arial" size="2">Originally posted by jEDIkIRBY:
12 is a usual modeling number, plus it's got just enough detail without being too many surfaces.</font>

12 would probably make more sense when dealing with circles, but I'm a CompSci - I like my numbers to be in the form 2^n or 2^n - 1 [http://forums.massassi.net/html/tongue.gif]

Quote:
<font face="Verdana, Arial" size="2">Originally posted by Emon:
8 is what people used in 1997, we're in 2004 now...You figure it out.</font>

Heh, that reminds me of the Barenaked Ladies song Shoebox: "You're so nineteen-ninety, but it's nineteen-ninety-four..." But, yeah, I was hoping that would be the case.

Quote:
<font face="Verdana, Arial" size="2">Originally posted by Various:
The texturing/curve on the 8-sided cylinder shot is distracting</font>

Sorry, that's what the architecture will do in the level. I created that part of it before thinking it looked a bit low-res, and hadn't bothered making it in the 16-sided version as I didn't think it would make any difference. My bad :$

Thanks for the responses everyone. I think I'll go with the 16-sided, for now, and reduce it later if the framerate gets to be a problem.
2004-01-24, 10:11 AM #26
It can't ever be a problem, unless maybe you're making a giant doughnut shaped room with 32 of those tunnels coming out of the walls or something crazy like that.

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Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2004-01-24, 2:17 PM #27
Vitruvius and Palladio liked the number 16, so can't see how you could go wrong with it. [http://forums.massassi.net/html/wink.gif]

[This message has been edited by moneyobie (edited January 24, 2004).]

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