Author Topic: Final Fantasy Content  (Read 1117 times)

Legacy_Sir Adril

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Final Fantasy Content
« Reply #15 on: January 19, 2013, 06:11:05 am »


               I got the modeling done for the first Final Fantasy weapon I'm going to do. Next up, I have to figure out how to get it into the game. It's a big picture, so I'll link you to deviantart instead.

Buster Sword Pt 1: http://fav.me/d5ry5cd

Cloud's Buster Sword from Advent Children splits into multiple parts, so it seemed like a good place to start. Characters could wield each piece separately, handing them out to henchmen and other members of their party. I'll be making some scripts to allow it to be assembled and disassembled I think. Since there's some difference in size between the elements, I figured I could make them different classes of weapon too.
               
               

               


                     Modifié par Sir Adril, 19 janvier 2013 - 06:17 .
                     
                  


            

Baaleos

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Final Fantasy Content
« Reply #16 on: January 19, 2013, 01:51:40 pm »


               Hi All
@ Sir Adril - thats a great start.
I wish I could contribute more to the work - but I just lack the skill required for modelling.

I just found some new pictures for an upcoming Final Fantasy Game
(Lightning Returns)

Note- I'd love to see Odin (the horse, and human form as a creature in nwn - epic)

'Posted
'Posted
'Posted
'Posted
'Posted
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Legacy_Sir Adril

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Final Fantasy Content
« Reply #17 on: January 19, 2013, 04:03:04 pm »


               I'm loving that wrought/woven looking shield.

Oddly enough, I was wondering how I was going to make a ridable werehorse/pony for my module. Apparently, Squaresoft is down with that idea. That makes me more confident with my idea, going forward.

I love how Odin looks as a horse '<img'>

I think for someone with more skills than me, Sleipnir (whether his Final Fantasy form, or more true to the original Norse mythology) would be an epic addition to the 'monsters', if he hasn't been done already.
               
               

               


                     Modifié par Sir Adril, 19 janvier 2013 - 04:05 .
                     
                  


            

Legacy_Sir Adril

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Final Fantasy Content
« Reply #18 on: January 20, 2013, 04:33:34 am »


               After a bit of reading around, I've discovered that I'm really pushing the limits of the system with using more than 300 polys for the weapon as a whole, so I threw the pieces into override to give it a whirl in a test module with ~20 NPCs using them on combat dummies. It crawled a bit, enough to see with the naked eye, so I used a quick and dirty poly reduction to see how big a difference it made. Cutting down from 480 to about 400 made an enormous difference in performance. Lesson learned for an amateur. I'm going to have to step back to the first model and simplify to cut a few more polys though, since there was still visually noticeable frame rate lag compared to that same number of NPCs armed with something simpler. If I can get this first element down to 300 polys, it'll at least be within the CEP's 'weapon ceiling' for poly count.
               
               

               
            

Legacy_Zwerkules

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Final Fantasy Content
« Reply #19 on: January 20, 2013, 11:10:58 am »


               While you are already talking about poly count for weapons, I'd like to ask if anybody knows what's the recommended poly count for a creature. The dryad looks like a drunk falmenco dancer to me and I'd like to replace that model, but my model doesn't even have a head yet and the poly count is over 1800 polies already. Would 2300 polygons be too much for a creature?
               
               

               
            

Legacy_Sir Adril

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Final Fantasy Content
« Reply #20 on: January 20, 2013, 12:42:41 pm »


               Hi Zwerkules, the advice I'm following is from the Custom Content Guide v 2.01

The advice it gives for creatures is:
  • Herd/Swarm Creatures - creatures that appear in quantities greater than 12 - no more than 700 polygons
  • Group Creatures - creatures that appear in quantities greater than 4, but less than 12 - no more than 1200 polygons
  • Single Creatures - creatures deployed in groups less than 4 - no more than 1500 polygons
  • Unique Creatures - deployed alone with very few attendant creatures - no more than 3000 polygons.
I hope that helps '<img'>
               
               

               
            

Legacy_Failed.Bard

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« Reply #21 on: January 20, 2013, 01:19:44 pm »


               Considering PCs using newer higher poly body parts will easily exceed 5000 polys total, I think by far the bigger lag causer is the game having to cram the animations into the pitifully small memory amount allocated for them.
 Quite a few of the horses are only 1000-1200 polys, and most people will still get a visible stutter from those when they come into view.  It's not the poly count doing it, it's the 6-8 megs of custom animations attached to them.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #22 on: January 20, 2013, 03:05:18 pm »


               <bringing in...>

Not exactly a guideline, but I double the CCG recommendations. My divine avatars (The Crone, etc) and eastern-style dragons will all be aiming for the 5K-6K range. Where they are unique creatures not surrounded by mobs of others, I don't yet have problems.


Likewise, the head reference project aims for 300-400 poly replacement heads, and if successful, improved body-parts will likewise be updated.

Optimizing the anim keys is crucial, however. It's not how *long* your anim is, but how complex.

Cestus' Starry Rift skyball is thousands of frames long to make it synchronize with dawn/dusk game time, but it only has 4 anim keys. SmoOoth as silk.

So what FB said :-)

<...the heavies>
               
               

               
            

Legacy_NWN_baba yaga

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« Reply #23 on: January 20, 2013, 03:34:33 pm »


               the aboleth creature has around 10000 polys and i never had any lag with one or 2 on a screen but the horses are definately bringing my FPS down for quite a moment. And that only with one horse that comes into view so a battle with horses oh no... So i think the guess that animations are the cause of heavy lag is on spot.

@Zwerkules
Project Q has a nice new dryad added in their 1.5 update as i recall.
               
               

               
            

Legacy_Rolo Kipp

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Final Fantasy Content
« Reply #24 on: January 20, 2013, 03:39:12 pm »


               <holding his small duffel...>

Yup yup.
The limit is not in what the modern GFX cards can handle (polys) but in what the aurora engine can handle (the anims). Of course, it's not *quite* that simple, as the anims are key to the polys, but that's the core of it. The more sub-objects with more anim keys, the worse it gets.

Hmmm... optimizing the horses might be a good long-term project. Had no idea they were so laggy (rarely use them).

Anyway, enough from me on this branch off the OP ;-)

<...and looking with envy at the neighbor's huge suitcases>