Zombie RTS

why do u guys want low poly it doesnt look that good …

Kittzs - Please make useful comments or don’t post at all - “doesn’t look that good” doesn’t mean anything. Why doesn’t it look good? Bear in mind also, not just here but on all threads, that it’s worthwhile to understand the topic of conversation before commenting. In this case, the game assets (cars, dumpsters, buildings etc) will be part of a fairly large city viewed from very high - above the buildings. The screens of props are up close, but in the game, the closest you’d see them is from maybe 50 feet. Low poly models are required for games to keep the FPS as high as possible. These props are on the lower side of low poly for that reason.

hmm.
What graphics cards do you guys have?
i have a gtx 460, and can run nearly anything at capped 60 fps.
Are we targetting GLSL / multitexture?
What are the targets graphics minimums.
I recommend HIGH POLY objects.
Make a high, then decimate to make a low poly - so we can use LOD later, and or make a HQ option in the settings.

@kittzs: I see that your new, so I’ll go easy on you. Blender does not have the most powerful game engine available. But as blender fans, we try to make the best that blender has to offer. This game is a real-time strategy, and will have many units, and a large environment. It will be viewed from a distance, so the game engine will have to handle a large area of the game at a time. Unlike an RPG, where a LOD system can be used to lower polys at a distance and still look good up close. We want low poly because we don’t want a laggy 5 fps game, not to mention the large ammount of programming and AI that will lag the game as well.

You should do more research before making negative comments about things you’re uneducated on. Welcome to the BA Forums.

Keep in mind that it is not just drawing objects that eat up frame rate - the various scripts are going to do that too.
I have a 9500 GT with 512 MB of RAM, and when drawing a whole city (64 tiles or more) the framerate will fall under 60fps without any zombies. Note that you will rarely see the whole city at a time, but just keep in mind for poly count.

@skykooler: Speaking of the city, any updates? :slight_smile:

Indeed, the question of LOD can be quite simple, have it read each object, take the name of it and add “_low” to a search for the low poly and replace vice versa…
otherwise, have a script that chooses h/l poly at the start depending on options.
Either way, do both high and low where possible, for later game assets

Suicidator City generator?
http://arnaud.ile.nc/sce/

@kittzs: I see that your new, so I’ll go easy on you.

Funny. Reminds me of “Back to the Future” - “You’re new in town, so I’m gonna cut you a break. But if I ever see you in here again…” Bif Tannen

i have an idea!
If we have weapons, why not use the crates as a method of perks/pickups - capture the crate to get ammo of a nuke or something.
Then, you have to find them… or they drop from the sky…

SCE is too slow for a game, and also the cities it generates are best viewed from farther away than an RTS.

@blubernuget: I don’t have too much time during the week, but I have got simple versions of the zombie and civilian scripts working, although they need optimization. I will upload the .blend on Saturday, once I have worked out a few bugs (such as the dreaded unstoppable zombies that go through walls!)

im really sry !! i didnt want to critisise anybody !!! i just didnt relise thatit meant so much if a few cars were low poly or not but now that i see its going to be a huge map its clear to me !!! im sorry if my comment was to negativ !!!but u guys are doing a great job !! keep going like that

Poly (polygon) or face count is one of many things that matter. Lights, materials, transparency, collision and physics etc.

Here is some military :slight_smile:

F22.It has just 68 faces :eek: It can be used for air strike from powerups.It comes with 256 jpg map,but I started to keep 1024 ones as well if later we need better ones.


F-22.blend (492 KB)

@skykooler Please check the spreadsheet and confirm(green) things I marked with done or leave me a note there what you need.

Got the fire form martinsh working…
it throws up an error, but the error stops it freezing :confused:

@Goh: Nice work on the F-22, very efficient use of polygons!
@blubernuget: Are there going to be moving vehicles, or only stationary ones?

Another simple car.Had to rework it.I hate triangulated meshes.Faces dropped down to 115.Texture by Lu Pandolfo resulting in 256 jpg map.


lancia.blend (463 KB)

@sky I’ve no idea how to put property wall on props. I"m using 2.56.

Do we have enough cars for now?With color variation they can fill the city I think.We could use a bus, some vans and trucks though.

Goh - I can tell you. Give me a few, I’ll edit this post with instructions. Burning my dinner.

Edit: Ok, in the logic panel, all the way to the left (if you run it horizontally, which you pretty much have to), there’s a box that says “Add Game Property”. I think it may be case sensitive - “Wall” doesn’t equal “wall”. Confirm that (i always use lower case in the properties box), and type the property. That’s it.

The property is “wall” (all lowercase).

@Goh: Thats a nice looking jet!

@skykooler: I’m pretty sure we should just keep cars stationary.

Sorry, I’m in a rush so I cant say much now. I’ll post later in more detail!