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weapon mod beretta m-9


brurpo

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@the name - no need to change it imo - its possible that it indeed is a beretta m9... lol... beretta developed the 92fs which became the standard field issue but since they couldnt produce enough some other companies were given permission to produce em so the army could get enough to replace the 1911 or whatever they had before... thus the beretta m9 might just indicate that its a genuine beretta manufactured m9 in contrast to the many licence produced ones...

 

poly amount: for oblivion vanilla models were 300 to 800 polies, dunno in fallout but i guess equal... my mods showed me that 2k polies for a player owned weapon are usually ok... 4k works still too... never tried more... problem arises if you give the gun to npcs... 4npc with that gun would easily achieve the same amount of polies like the rest of the whole scene...

 

if you work with splines try to seperate linear and curved parts so you can give each a different surface subdividerthing which reduces vertex reduction immensly imo... (curved 1, 2 or even 3; linear 0)

 

maybe dont work with high poly models for games at all... just make a good normal by hand...

 

 

@abisha

you dont need to skin it... just needs a node where the hand will be placed... it only needs a skin if its somin like a whip - an organic thing, a pistol for example just moves a fixed part which doesnt morph thus can just be moved around by frame

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true but thats not really perfect... many of these high poly counts come from the fact that most modellers dont care to reduce them, kudos to all those that do... many could easily be removed for example a straight line does not need 6 points but 2...

let me put it this way... it depends on the total amount of polies in the scene... in a room consistent of 6 polies, 1 for each wall i could run around with a real remake of a beretta totalling 30k or more polies but as you have to keep in mind that there are also tons of other things going on like tin cans here and toasters there not to forget the ai and all that... thus i would try not to exceed the vanilla wholescene poly amounts too much to keep the game in balance

i refere here to the point that you distribute that gun to for example your whole party of 4 npcs and you - 5k quickly become 25k then

and i dont know the amount the devs had in mind when they set up the detail settings and engine requirements but i guess 25k for example would be somin like +15-20% to the wholesceneamount and thus lowering the performance by approx. that amount

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hmm I am not very sure about the fallout exact poly count, but for example, unreal 3, it's scenario contains about 500k tris (crysis is more than 1M), and unreal requirements are lower than fallout's, the character polycount on the current games are about 15k tris, so I thought that 1/3 of it would be enough.

 

I made an armor mod for oblivion and was requested high poly (about 60k tris), and it was ok on mid-range systems.

 

I guess the ideal poly count for most pcs out there would be 2k, but I think that if you can run fallout 3 at medium settings, 5k is ok.

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update.

 

well I am currently trying to make a simple replace for the 10mm pistol, but fallout is crashing when I equip or drop the weapon, I am currently trying to figure out whats happening.

 

using nifskope beta that added fallout 3 support.

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Brurpo, might be to much of a request but if you'd like to I got an weapon model that needs texturing, if you want to I'd give you the model and you will have full control over the texturing and if you want to you can change the model aswell, then add it to the game... I'll attach a picture
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update.

 

well I am currently trying to make a simple replace for the 10mm pistol, but fallout is crashing when I equip or drop the weapon, I am currently trying to figure out whats happening.

 

using nifskope beta that added fallout 3 support.

 

there is talk going around about it not updating a size segment in the nif and fo3 considers it corrupt.

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brupo i wouldnt necessarily compare unreal3engine or cryshis with gamebryo...

and these 500k and 1mil polies per scene is under an optimal performance situation... most players still use distance fog and lod to reduce these...

also the unrealengine at least is much less powerhungry than gamebryo even with dynamic lightning

 

i really think that somin round 3k is somin you can achieve without reducing detail... the handle fitting's structure you would never see as 3d ingame anyway for example, or the screws...

afterall just make a nice model... if you need a poly more or less noone cares but plz try to optimize the mesh as good as possible :)

 

edit: just checked the vanilla fallout counts... the combat shotgun uses 3.8k, the 10mm 1.8k... for example...

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