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18 Oct 2019, 00:00:00 (PRT)
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Old 2012-08-23, 15:54   #21
simeon5541

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Default Re: [Weapon] UKM-2000P

Great job so far,really great.
You guys are not joking at all,
just keep up with this tempo and quality !
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Old 2012-08-23, 16:32   #22
Antol
Default Re: [Weapon] UKM-2000P

Only this scope... its like a big tampon
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Old 2012-08-23, 16:43   #23
MTOOO
Default Re: [Weapon] UKM-2000P

How many triangles can be up to this rifle?
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Old 2012-08-24, 05:40   #24
[R-DEV]​Rhino
PR:BF2 Developer
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Default Re: [Weapon] UKM-2000P

For a first person model you really should aim for around 6k to 8k tris, although you can go up to 10k but I really wouldn't unless you need to.

3rd person should be around 2k tris.

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Old 2012-08-24, 09:06   #25
foxtwofive
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Default Re: [Weapon] UKM-2000P

That looks awesome! Keep it up man!

Playing PR Since 0.4
*CONIURATIONE FACTA*
"This is the calm before the storm, Armageddon dawn."
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Old 2012-08-24, 10:16   #26
MTOOO
Default Re: [Weapon] UKM-2000P

Model will have about 10,500 triangles. It may be enough? Otherwise I would have to redesign many of the key elements of weapons which negatively affected the overall shape.
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Old 2012-08-24, 10:22   #27
Chuc
Retired PR Developer

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Default Re: [Weapon] UKM-2000P

If you do have to reallocate tris, put them into the rear of the weapon and the sights where it will be seen by the player the most.


Personal Folio - http://www.studioash.net
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Old 2012-08-24, 10:31   #28
MTOOO
Default Re: [Weapon] UKM-2000P

I know. Most of the pieces were fired in a normal map. The question is about 10.5k tris is accepted as the rifle?
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Old 2012-08-24, 15:09   #29
Hauteclocque
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Default Re: [Weapon] UKM-2000P

No, it should be around 8k tris at max.

Does your tricount include the scope ?

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Old 2012-08-24, 17:41   #30
Arnoldio
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Default Re: [Weapon] UKM-2000P

Very nice! I can see quite some differences between this and PKM for sure.
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ukm2000p, weapon, weaponukm2000p, wip, wippl
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