Author Topic: Sonic Z-Treme  (Read 24313 times)

XL2

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Re: Sonic Z-Treme
« Reply #300 on: July 26, 2018, 09:20:31 pm »
 How many polygons does it have? I see 200, which is way too much for a single enemy

20EnderDude20

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Re: Sonic Z-Treme
« Reply #301 on: July 26, 2018, 10:40:58 pm »
Got it to use just 45 faces, just by using a cube instead of an icosahedron as its base.

XL2

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Re: Sonic Z-Treme
« Reply #302 on: July 27, 2018, 01:24:08 am »
The Saturn supports quads wrapped around themselves, but the normals will give you problems.
Try to use untextured quads as much as possible as they are super cheap to render. Look at my drill model, it's super limited in quads/vertices but thanks to gouraud shading it looks like it has more polygons, so I can easily put 4 of these enemies on screen without slowing the game down.

20EnderDude20

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Re: Sonic Z-Treme
« Reply #303 on: July 27, 2018, 01:37:34 am »
D'oh!

itsstillthinking1999

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Re: Sonic Z-Treme
« Reply #304 on: July 28, 2018, 05:22:45 pm »
Those are amazing! Far better then the recreations iv been working on ;D

20EnderDude20

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Re: Sonic Z-Treme
« Reply #305 on: July 31, 2018, 04:21:31 pm »
I made a Robotnik model, which only has exactly 100 vertices. I don't exactly know how I landed right on 100 with the vertex count.  8)

XL2

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Re: Sonic Z-Treme
« Reply #306 on: July 31, 2018, 04:24:35 pm »
Wow, that's nice.
But are you sure you only have quads/triangles?
Anything with more than 4 faces won't work on Saturn, so I'm just making sure.
I would suggest also to make his nose untextured but in 3D.
Overall that looks really nice!

20EnderDude20

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Re: Sonic Z-Treme
« Reply #307 on: July 31, 2018, 04:29:46 pm »
Yes, I did make sure. There was a pentagon on the bottom. I triangulated it, then made it into quads. His nose is in 3d. However, the normals are acting up even though I made blender calculate them.
« Last Edit: July 31, 2018, 04:32:45 pm by 20EnderDude20 »

XL2

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Re: Sonic Z-Treme
« Reply #308 on: July 31, 2018, 04:30:31 pm »
Good job!
I see you're having fun with my converter :P
Edit : The normals are recalculated with the converter because of the scaling btw. It also uses compressed normals, so the precision isn't that high.
« Last Edit: July 31, 2018, 06:05:47 pm by XL2 »

20EnderDude20

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Re: Sonic Z-Treme
« Reply #309 on: July 31, 2018, 06:17:42 pm »
Well, what can we do about it? ¯\_(ツ)_/¯

XL2

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Re: Sonic Z-Treme
« Reply #310 on: July 31, 2018, 06:23:48 pm »
What do you mean by "they are acting up"?
If you mean a "round" quad, you can use the DUAL_ flag in front of your texture to make it dual plane, then it won't be affected by the normal.
Only do that for as little quads as possible else you will increase the VDP1 workload.

ponut64

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Re: Sonic Z-Treme
« Reply #311 on: July 31, 2018, 09:58:54 pm »
Check model scale/size if the normals are "acting up".
(go lower, or higher, see if issue persists)

20EnderDude20

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Re: Sonic Z-Treme
« Reply #312 on: July 31, 2018, 10:26:58 pm »
I didn't think that the scale of the obj would matter. Thanks!

XL2

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Re: Sonic Z-Treme
« Reply #313 on: July 31, 2018, 10:35:41 pm »
For the animation it does because it compresses the vertices, so you lose precision, mainly at the higher bits.

20EnderDude20

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Re: Sonic Z-Treme
« Reply #314 on: August 01, 2018, 02:29:53 am »
Here is Robotnik's running animation: https://www.youtube.com/watch?v=Thn7xbAuM9Q

 

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