- Joined
- Nov 11, 2005
- Messages
- 392
this issue is wrong...
in-game portrait consumes HD, yes.
but they are always separate. the engine will draw 1 model in the model space, and 1 model in the portrait area. so, if my model has 400 polygons and built-in portrait, the engine will draw 800 polygons
so it comes down to having no reason to "sum" portrait + model to reach 400. portrait-less models will go to a maximum of 800 in-game anyway...
it does follow the contest purpose, though, to make that potrait model not exceed 400. (although it doesnt follow functionality, since there will be only 1 portrait model in scene at a time)
GhostThruster, that looks really good!
But I'll raise you 98.
Here's the HD portrait model. It's 394 tris.
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forgot the ingame screenie
Every model must have calculated extents and a collision shape object.
Thought I read 26th as well.
Next time maybe.
Here is my model submission (Shadow Cat)...
The model uses 399 triangle/face and in-game texture...
Tested on a map and (almost) everything works fine...
The only problem is the Particle Emitter doesn't show up as expected...
The model is more suitable as a 'Summon' unit...
Implemented team color as well as some other things. I'm about ready to start animating.
The model will have a separate club attachment as well as an HD portrait, but they won't be part of the submission.
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And here's a side and back shot
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If none has any objections I offer myself.
Approved. If you really want to, please, both proceed.