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brkopac wrote:
HardLess wrote:
Did anyone here ever tried to put high poly meshes into the game ?
There are big banks of free meshes on the web, free of use obviously. And what if we tried to replace those 6 faces tree to nice and clean high poly trees ? I would like to know how the engine would render high poly stuff and like 2K textures. I have a hard time with this gmax buggy siege tool and I even tried to rework the import script but I'm unable to make it work properly.

If anyone as the chance to put at least one nice high poly tree, I would like to see the render. Smile

I assume this is because the scripts to export ASP and SNO meshes don't exist for modern 3d tools. The ASP format, I believe, has been reversed engineered to completion but the SNO has not.

Unfortunately you're right about GMAX and the Siege Tools. They are very difficult to work with and also unfortunately the asp format is very uncommon in games. Imagine if it was a more common format, what we could do with all of those nice models available on the net?

I'm not certain how the engine would go with rendering high poly models and I think we all remember the issues DS1 had with complex scenery in the castles. Also DS2 depends more on the CPU than the graphics card, which certainly would limit it's ability to render high poly objects to some degree.

As for 2K textures, my testing has been positive and the skybox for Gom's Lair in KOE uses 2048x2048 textures to render the sky. However the size of such textures could be an issue as the skybox textures are all 4Mb in size. There was also a post a year or so ago showing improved facial textures for a character. I also have experimented with using high resolution textures on some monsters with excellent results (for the rock golem) and also for terrain. The problem is that the textures would really need to be redone from scratch in order to look in place. For instance the ground in someplace like Elddim in the Utraean Peninsula consists of probably up to 80 odd textures all joined together in some fashion to form a realistic terrain. The greatest problem is the seams joining the various pieces together. If you don't get them right, you end up with a patchwork effect of lines.