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FPSC Classic Models and Media / replacement table entity

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the inovator
18
Years of Service
User Offline
Joined: 21st Jun 2006
Location: virginia
Posted: 6th Aug 2006 07:04
it seems that i have given out a table that cuases issues in game build process it had over 10,000 polys. i have corrected this issue and am posting a replacement model called table02. sorry for the mistake.

download replacement table here http://modeltexx.websitewizard.com/fpsc-ready-content.html

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the inovator
18
Years of Service
User Offline
Joined: 21st Jun 2006
Location: virginia
Posted: 6th Aug 2006 07:06
hope you like it candles
Candle_
18
Years of Service
User Offline
Joined: 29th May 2006
Location: kindergarten
Posted: 6th Aug 2006 07:54
Looks good. I'll give it a shot later tonight.

SpyDaniel
18
Years of Service
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 6th Aug 2006 15:59
A table like that shouldnt even have 600 polys. It is way to high for putting into a game.
the inovator
18
Years of Service
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Joined: 21st Jun 2006
Location: virginia
Posted: 6th Aug 2006 17:30
please higgy have a wack at it this table is more complex than the snapshot shows. but if you can reproduce this table with less than 1400 please do so id like to see it. im not bulding creates here (lol) and i do not use reduction tools.
Locrian
19
Years of Service
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Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 6th Aug 2006 18:45
Point is man 1400 is to much. This engine won't handel the load. You've got to keep in mind everybody isn't using the best computers and set your goals for the min req of the FPSC software and not what your comp can handel. Your best bet is to convert some of the FPSC .x files and take a look at how TGC themselves governed their poly count. If you can't keep things in TGC's range then don't release it forsale. Don't say you've tested things either. This is about the last time I'm going to say anything about polycount on your models before I start making replicas of your models and releasing them for free.
the inovator
18
Years of Service
User Offline
Joined: 21st Jun 2006
Location: virginia
Posted: 6th Aug 2006 19:10
locrian, replecate till your hearts content i dont mind, but instead of all the bashing and so called warnings, why not give sugetions. to help
the inovator
18
Years of Service
User Offline
Joined: 21st Jun 2006
Location: virginia
Posted: 6th Aug 2006 19:12
yessa bowse issa tri an do betta nex time massa locrian (lol)
Locrian
19
Years of Service
User Offline
Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 6th Aug 2006 19:14
Let me give ya a clue. Don't try and patronize me. You'll loose.

We have gave you suggestions...LOWER the count or quit trying to sell garbage to new people that may not know better.
the inovator
18
Years of Service
User Offline
Joined: 21st Jun 2006
Location: virginia
Posted: 6th Aug 2006 19:48
look locrian my mods work just fine ingame. there is no differnce in puting a character of 3000 polys in the game than it is putting a static table of 1400 if that table is what the person wants in their game. as far as you commenting on my testing, i do test all my mods by placing them ingame multiple times in the same area with charaters and other complete rooms. yes, i will say that some of my mods are high poly but they do not exceed the relm of fpsc engine. and my models are good quality not garage. that is not my opinion either its the overall communities. actually you are the only one complaining about my stuff. i cant please everyone and im sure you have items out there that people do not like as well. please do not bash my mods. and lets stop this battle between us right here right now. i am going to purchase the poly reducer software and solve this issue once and for all. but as i said the mods work just fine outside of one table and i have replaced it allready.

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