The world size is limited to 524,288 UUs^3 which is 53 cubic kilometers at default scale. To get the maximum size, I'd be using streaming and subdivision of Z into 106 vertical compartments to give me a total horizontal playable area of over 5,500 square kilometers.
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also wouldn't how close the camera can get to the action play a factor in the texture size? Vassago's recommendations sound about right. about 512 if you're going warhammer style, maybe 128 if you're doing something similar to total annilhation or warcraft 3
I'm downloading too. did anyone see the requirements... Video card must have 128 MB or more memory and one of the following chipsets: # NVIDIA GeForce FX 5700 or greater # ATI Radeon 8500 or greater i got a 4600; hopefully it'll holdup.
Thanks for the feedback. Well after looking closer at that guy i dont think he will be an RTS unit, i'll make him into a FPS char or something later. This is my RTS character. Its 400 polys and uses a 128 texture. Texture will be up later tonight.
Hmm, I wish you luck, but people have made excellent points. You're asking people to back a 1.6 million game they can just download from a mobile app store for free in multiple different forms... You should look into scaling this WAY down and putting it on mobile devices.
I know how to make a modular environment but for this particular case I don't know how to make a tileable piece which maintain the same texel density as the others because the uv are becoming really tiny at 128 px/m so I can fill all the space of the UV shell.
im now stuck at around 120 kg since i got my yearly tonsolitis time (whole winter) where i cant really do sports. i get the tonsils removed on 19.11 hope the illness stuff goes away then and i can do sports properly again
Just bought a license for Topogun 2. And don't worry Neil, you didn't influence my decision. I was using an....educational version of 1.6 and I love the program so much I went with the upgrade. The new Draw, Extrude and Tube tools are amazing, and it seems the map baking is more stable.
Aaaa. I didnt pick those up in the concept art. I thought that was a logo! Here is the tail fan from an EC 120. Eurocopter loves these ducted fan tails. My only concern is you have the mounting point right in the middle of the tail rotor duct. That will make placement difficult.