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Argonath RPG Community => Media Center => Argonath pictures => Topic started by: Biggo2 on June 22, 2012, 03:34:05 pm

Title: A way of making high poly mods low?
Post by: Biggo2 on June 22, 2012, 03:34:05 pm
Is there a way to make damn HD mods to fit a shit PC? Fuck there's a few mods I want but my PC goes shit slow when I install them. I have streamfix but it doesn't work.
Title: Re: A way of making high poly mods low?
Post by: Ratko Gavrilovic on June 22, 2012, 04:39:21 pm
Exactly what I need.
Is there any way to reduce the polycount?
Title: Re: A way of making high poly mods low?
Post by: CharlieKasper on June 22, 2012, 04:44:55 pm
Same...
Title: Re: A way of making high poly mods low?
Post by: Daxx on June 22, 2012, 05:50:52 pm
As far as I know, the only way would be to get a software like 3ds Max, import the model, and do it manually. There are scripts available for the programs that can do this, but with less organic shapes such as cars, it probably wouldn't work too well. Not only would it be time-consuming and difficult to beginners, it could possibly cause the textures to be misplaced which then would need adjusting as well.
Title: Re: A way of making high poly mods low?
Post by: Gandalf on June 22, 2012, 05:55:13 pm
Reading such topics I always wonder if we should just ban any player who asks a question like that.
As you may know only VISUAL mods are allowed, so anything that replaces a model with another one is bannable.

Also using high poly models instead of the standard (low-poly) ones makes you, and the server lag.
Title: Re: A way of making high poly mods low?
Post by: Ratko Gavrilovic on June 22, 2012, 06:38:29 pm
Reading such topics I always wonder if we should just ban any player who asks a question like that.
Better to ask questions and know for sure than breaking the rules without knowing.

As you may know only VISUAL mods are allowed, so anything that replaces a model with another one is bannable.
I thought that you could use vehicle mods as long as the data files stay unchanged?

Also using high poly models instead of the standard (low-poly) ones makes you, and the server lag.
Only if you have a crappy pc.
If your PC can run it without additional FPS lag, both you and the server will stay untouched.
Title: Re: A way of making high poly mods low?
Post by: Mario_Rinna on June 22, 2012, 06:47:29 pm
Time to ban all the admins with Project Oblivion.  :war:
Title: Re: A way of making high poly mods low?
Post by: Ave on June 22, 2012, 06:48:40 pm
From my experience I know that XBOX models are far more greater than PC counterparts; imported texture is a beauty while original .dff file remains untouched. I don't know how it would work with San Andreas (or is there any such mod), but in GTA3 or Vice City is definitely worth a shot.

Other than that, if high poly models lag you simply don't use them.
Title: Re: A way of making high poly mods low?
Post by: Gandalf on June 22, 2012, 06:51:09 pm
I thought that you could use vehicle mods as long as the data files stay unchanged?
When you change the model, you change the data files.
You are not allowed to change the model itself, as this can cause an unfair advantage, or disadvantage.
Only if you have a crappy pc.
If your PC can run it without additional FPS lag, both you and the server will stay untouched.
but it can still give you an unfair (dis)advantage.
Title: Re: A way of making high poly mods low?
Post by: Gandalf on June 22, 2012, 06:53:49 pm
From my experience I know that XBOX models are far more greater than PC counterparts; imported texture is a beauty while original .dff file remains untouched. I don't know how it would work with San Andreas (or is there any such mod), but in GTA3 or Vice City is definitely worth a shot.

Other than that, if high poly models lag you simply don't use them.
That is because GTA3 for Xbox was created a lot later than GTA3 for PC, they used the better technology.
If you look at the model development from GTA3, GTA:VC, GTA:SA and GTA:IV you will see that every thime the number of polygons for the models is raised. This is keeping trend with the average user PC having better capacity.
Title: Re: A way of making high poly mods low?
Post by: SafetyMoose on June 22, 2012, 07:03:26 pm
When you change the model, you change the data files.
You are not allowed to change the model itself, as this can cause an unfair advantage, or disadvantage.but it can still give you an unfair (dis)advantage.

Well I guess like every cop needs to be banned now XD

But, I make mods and I certainly dont change the data files when im Making them so im not sure what your referring too.

Post Merge: June 22, 2012, 07:04:17 pm
In response to the OP.

Easiest way to make a car low poly is to remove the engine in 3DS Max, the engine is always very detailed yet you never see it unless you crash. I also try to remove useless interior pieces that re so mall they just add lag.
Title: Re: A way of making high poly mods low?
Post by: Gandalf on June 22, 2012, 07:40:22 pm
Well I guess like every cop needs to be banned now XD

But, I make mods and I certainly dont change the data files when im Making them so im not sure what your referring too.

It depends. It might not be clear enough but a visual mod means that you change the skin of the model, not the model itself. If you take a Police Cruiser and alter the skin to that of a Russian Police car there is no problem. If you change the model of Police Cruiser to Lada, that is not allowed. First of all it causes the problem that for one player there is no contact and for another one there is.
Second, if you do this with player models it can make you invulnerable.

So to make it clear: changing ANY game model is disallowed on server, you can only change skins.
Title: Re: A way of making high poly mods low?
Post by: Biggo2 on June 22, 2012, 07:59:05 pm
It depends. It might not be clear enough but a visual mod means that you change the skin of the model, not the model itself. If you take a Police Cruiser and alter the skin to that of a Russian Police car there is no problem. If you change the model of Police Cruiser to Lada, that is not allowed. First of all it causes the problem that for one player there is no contact and for another one there is.
Second, if you do this with player models it can make you invulnerable.

So to make it clear: changing ANY game model is disallowed on server, you can only change skins.
What if it was a Buffalo to a Mustang? It'd be the same as a police cruiser to another police cruiser.
Title: Re: A way of making high poly mods low?
Post by: Gandalf on June 22, 2012, 08:01:10 pm
What if it was a Buffalo to a Mustang? It'd be the same as a police cruiser to another police cruiser.
It is valid for any model change. The only thing you can change are the skins (the TXD files).
Title: Re: A way of making high poly mods low?
Post by: Ratko Gavrilovic on June 22, 2012, 10:03:01 pm
So anyone posting pictures with vehicle mods is actually breaking the rules?
Title: Re: A way of making high poly mods low?
Post by: Ness on June 22, 2012, 10:14:56 pm
What about mods that change the model of your WEAPON yes
Title: Re: A way of making high poly mods low?
Post by: SafetyMoose on June 22, 2012, 10:54:16 pm
So, these mods that I make are not allowed?

[GTA:SA] London Police Service Mod V3 (http://www.youtube.com/watch?v=6fHqWshG_Sw#)

Title: Re: A way of making high poly mods low?
Post by: Gandalf on June 22, 2012, 11:04:01 pm
So anyone posting pictures with vehicle mods is actually breaking the rules?
Depends on if they changed more than the TXD file, and if they use it in server...
Title: Re: A way of making high poly mods low?
Post by: Gandalf on June 22, 2012, 11:06:24 pm
So, these mods that I make are not allowed?

[GTA:SA] London Police Service Mod V3 (http://www.youtube.com/watch?v=6fHqWshG_Sw#)
The bullbar is an added thing, which can cause you to think that another player is hacking.
You ram them on your screen but they will not take damage as in their screen there is still distance.
Similar a player could park near your car and you would suspect them for ramming or reckless driving, while on their screen they did nothing.

So yeah, it is not allowed on server. BTW I do like the mod and we should discuss some time :P
Title: Re: A way of making high poly mods low?
Post by: SafetyMoose on June 22, 2012, 11:10:30 pm
The bullbar is an added thing, which can cause you to think that another player is hacking.
You ram them on your screen but they will not take damage as in their screen there is still distance.
Similar a player could park near your car and you would suspect them for ramming or reckless driving, while on their screen they did nothing.

So yeah, it is not allowed on server. BTW I do like the mod and we should discuss some time :P

Well thats disappointing.... I hate the default police cars....


Edit: Oh just so you know, I can make the mods so the actual physical body of the vehicle fits the same size as the default car, so if a player hits the extended part at the front they just drive through it instead of hitting the car.

So the extended bits are not solid :)

Would that work?

I have an entire channel of videos of me using mods on argo dont ban me XD

Post Merge: June 22, 2012, 11:15:47 pm
(http://i48.tinypic.com/2h4f3fa.png]http://i48.tinypic.com/2h4f3fa.png)

here is a diagram of what im talking about, the part in red other players will just drive through like a ghost, but the blue is the solid part that they can hit which is the same size as the default PD car.
Title: Re: A way of making high poly mods low?
Post by: Ratko Gavrilovic on June 22, 2012, 11:21:00 pm
Do you experience any audio issues when using more than one sound mod at once? (Car + siren sound)
Because when I do my sound sometimes glitches, for example engine sound when I run.
Title: Re: A way of making high poly mods low?
Post by: Toto on June 23, 2012, 03:56:59 am
There's no mods with only TXD file guess...
Title: Re: A way of making high poly mods low?
Post by: stormeus on June 23, 2012, 04:32:43 am
To answer the original question:
Don't use high-poly mods. They're called high-poly for a reason.
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