Better Debris models?

Only the vasari have detailed capital wreck parts, but all others have fairly lame and generic wrecks.  More wreck meshes please for at least the other capitals and starbases.

28,534 views 17 replies
Reply #1 Top

I agree that more large wreck parts that look different depending on which race you play would only add to the game.

Reply #2 Top

2nd that...... :thumbsup:

Reply #3 Top

so far the only major debris is the Skirantra Carrier's front. but with thw titans there should be something regarding this coming, maybe even bigger then capitals

Reply #4 Top

Technically, it can be done now. Mansh00ters Volumetric Explosions Mod when added shows bodies flying out of the explosion and debris clouds with race specific colors. However, that will be a lot of data for each Cap ship and possible frigates to show such carnage.... 

Edit: Thanks boshimi, one of our esteemed modders.... 

Reply #6 Top

Bodies are great, but yes straining.  Debris should look a bit more like what it came from or as in EVE, there are actual wrecks for at least the Titans, but should be for capitals.  But really, how many play with Debris On?

Reply #7 Top

Quoting SemazRalan, reply 6
Bodies are great, but yes straining.  Debris should look a bit more like what it came from or as in EVE, there are actual wrecks for at least the Titans, but should be for capitals.  But really, how many play with Debris On?
I do... :|

Reply #8 Top
I do.
Reply #9 Top

Same here, it's taxing, but sooo cool....

Reply #10 Top

To sound like the Bionic Man... Why the hell are we wasting time having modders do this when we can demand the devs do it?!? It's never gonna be as cool if they don't!

Just kidding. Love those graphics. Play with debris and just about everything I can get my hands on. Woot!

Reply #11 Top

Quoting Draakjacht, reply 10
To sound like the Bionic Man... Why the hell are we wasting time having modders do this when we can demand the devs do it?!? It's never gonna be as cool if they don't!

Man, you got this close to get a cussing.....As long I have been a member of these forums, I watched people like Theophantus go out and learn and modded the game he wanted it himself, he created ships, imported them in and other people played and liked what he did.

The bottom line is, learn and do it yourself and be proud of the accomplishment. When single guys like Bailknight, Mansh00ter or boshimi or whole teams like DS or DANMANGAMES create something the other gamers like myself play. I am appreciative of what they have done and I thank them for not only improving an already great game, but increasing the replay value that much more. 

That's why Sins is modifiable, have you seen what they have done in "Dawn Of Victory".

Did I mention they are doing this for free.....Thank You Guys......I really mean it...... 

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Reply #13 Top

Quoting G_Bison, reply 11
When single guys like Bailknight, Mansh00ter or boshimi or whole teams like DS or DANMANGAMES create something ... Thank You Guys......I really mean it......

 

Thank you for your kind words!  :grin:

Reply #14 Top

Quoting Draakjacht, reply 10
To sound like the Bionic Man... Why the hell are we wasting time having modders do this when we can demand the devs do it?!? It's never gonna be as cool if they don't!

Just kidding. Love those graphics. Play with debris and just about everything I can get my hands on. Woot!

Well, devs can make more that modders...

Now, custom debris use .mesh... .mesh who have a harcoded limit of 800... original game already using over 400 of them...

Big mod like 7DS are already hitting these limit, mod using rotating piece for model use double the usual .mesh ... as now, i am working on a animated model, only 1.5k tri but need a little over 10 .mesh ...

So, as for debris, in place of add some .mesh who will make us hit the hardcoded .mesh limit more fast... best is to implement something like physx in the next sins release...

For example, the game mafia... top with physx enabled :

Can be used for ship debris, for destroy planet who become asteroid field, for make hole/damage on ship who are hit, etc... all this without adding numerous .mesh who limit the modders in their work...

In the same time, why not add basic skeleton... while allow moving piece, moving turret with firing arc embeded in the skeleton join limit, and more...

Well, i don't ask it for rebellion since rebellion is based on the 2007-2008 iron engine... but in case of a iron II engine for a Sins II, there is plenty of news possibility who exist today... and since all this ask GPU power and that a lot of people have very good graphic card, why no use these power... 

Reply #15 Top

Because independent developers don't have Microsoft people coming in and go crazy optimizing the engine for Windows.

Unless the other game engines that are commercially available, where they have been perfected over many years, with teams of 20 or 30 people gutting the engine every few years and totally re-writing it.

You got to remember that even if they have had insane programmers and have it heavily optimized, with few hundred models with thousands of polygons, you are going to get a slow down.

Also the reason why other games such as fps have faster rendering because you have a camera limit meaning you don't have to start rendering areas till they actually appear on screen. Even then once you kill off the enemy, they are taken out of the screen after a short period of time. By then the engine would have assumed that you already moved on. With sins because you need to keep everything running, not only do you have to do the logic with everything that is on screen at the moment, you also got to do the logic for everything that isn't shown (e.g. trade ship movement, other ship battles).

Even in other strategy games, you aren't rendering much difference in z direction. Plus the number of particles is limited.

Reply #16 Top

He is right though in that you get more bang for your buck with a newer engine running on a 64 bit .exe, but he's also right in that it won't be done with Rebellion. Hey, nothing wrong with dreaming.

Reply #17 Top

Quoting ice27828, reply 15
...Unless the other game engines that are commercially available, where they have been perfected over many years, with teams of 20 or 30 people gutting the engine every few years and totally re-writing it.
...
You got to remember that even if they have had insane programmers and have it heavily optimized, with few hundred models with thousands of polygons, you are going to get a slow down.
...
Also the reason why other games such as fps have faster rendering because you have a camera limit meaning you don't have to start rendering areas till they actually appear on screen.

...

Plus the number of particles is limited.

Well, if i good remember, the ironclad team was around 10 people and they have create the iron engine ( and soase ) in around one year...

And believe me, they have made a very good work... the engine is able to render million of poly without the framerate dropping below the 30 frames by second... same with numerous particles effect...

If you don't believe, take a look at http://www.love-from-russia.be/g4_swarm-6.25_million_poly.avi ... 125 starbase, good for 6.25 million poly... each starbase have 3 permanent particle effect ( 2 rotating ring and one rotating neutron star )... each starbase almost max out the weapons hardpoint... over 200 weapons hardpoint... all this with a nv 9600 gs 256 mb ram !!!

Quoting Draakjacht, reply 16
He is right though in that you get more bang for your buck with a newer engine running on a 64 bit .exe, but he's also right in that it won't be done with Rebellion. Hey, nothing wrong with dreaming.

I don't think that i dream... pretty sure that there will be a sins II... hey, over 2 million game sell, not bad for a game that nobody have believe in when it was released... and if so much games was sold, it is due to the very high quality of the game...

As for Rebellion, there is already a major change... moving from shader 2.0 to 3.0 ... look at http://en.wikipedia.org/wiki/Shader_Model#Pixel_shader_comparison for see the difference between 2.0 and 3.0 ... pretty sure that all .fx files will somehow be remade for rebellion, improving what you see onscreen... somehow, rebellion will be already somewhere between sins and sins II...