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I run a 3000+ Athlon XP, Radeon 9550 w/ 256mb, 1 gig dual channel ram, 180gig hard drive. 360 may have more processing power, but I highly doubt any game will be coded to truly show off that firepower before my next upgrade to still better equipment.
No clue what you're talking about, and I played Beta on 360, same PC like you except I have a Ati Radeon 9800.
Last edited by Kittyneko; 03-25-2006, 04:40 AM.
Reason: Automerged Doublepost
I have attempted modeling characters in 3DS before, but I haven't been able to get the alpha mapping (and thus transparency) to work properly; Things either turn translucent (partial transparency, such as the Qudav above), or it just appears opaque and the models end up looking totally off, such as certain overlays on armor (like the detail on the Adaman breastplate, or the side knee guards on PLD AF breeches) appear as solid chunks. Have you found a way around this?
It is a very wierd procedure actually and i got it to work on the chocobo alpha channels since if you noticed when you import them the feathers are just in a huge chunk with brown solids inbetween them. The alpha channeling in 3DS has to do with the "Opacity" section in the material the model is using. I remember i imported the .dds file into Graphics Converter 3 and saved it as alpha channel, but i dont remember if i changed the color bits before i saved it. It also seems alot of different npc's such as lizards have a 50/50 transparency when you import the .dds material which confuses me, that is since the chocobo .dds's transparency was a whole 100% solid color (brown as stated above). I imagin if i messed around alot more as of recent i could crack it, but i definatly know i used Graphics Converter and imported the alpha channel into the material's opacity section.
LOL, Intensity that is true the processing power that it has may not have code that show it off before PC matches it or beats it. Just for technicality purposes though XBox 360 is currently more powerful then any PC out simply because of that 1 extra processor instead of going dual processor.
Gulkeeva, I wasn't stating the XBOX 360 using FFXI as a sole comparison. A common problem that occurs with MMORPGs is as they age they are likely to become more and more cluttered with expired and old data that may no longer be used in the game. That's due to bad practices in recycling your program. So in that respect without a program being recycled it's obvious that more specialized system designs will appear weaker then generalized system designs.
However if good recycling practice were applied and the specialized attributes to the system were taken advantaged of the XBOX 360 would beat any home PC out right now. Which is why I made that statement, if a program ever is made before PC gets upgraded to new age program is unknown and so XBOXs current power may not be seen.
In fact when the next gen systems come out they will possibly make the XBOX 360 seem like an inferior design spec wise. Spec wise though PS3 might end up just under the next gen systems or in par with them, but no matter how you look at it spec wise XBOX 360 is quite a crap shot for next gen systems.
Cheezy Test Result (I am nerdier than 96% of all people. Are you nerdier? Click here to find out!)
Wow that's very cool, especially adamantoise. I don't know much about 3DS though.. are you rendering these at all, or just replacing textures?
These were all rendered in 3DS Max. My video card isn't the greatest ( ATI Radeon 9550 ) and 756 MB RAM, the high def renders can be kinda killer on most computers, mine which is one of them, lol. Actually the skin on the admantoise's shell was messed up since in-game it blends 2 textures together, and it's a bit confusing to know the exact coordinates using 3DS.
Later sometime i'm gonna do a high def model of a GK with reflective material.
Thanks Arashi for my motivation on this. Will have to say though i have a knackt for teaching myself once again how to do things like this. I decided to export my models into actual real-life scenery, and since i like making crappy polygon models look as real-life i can get, this is pretty close. The shading and shadowing is probably the hardest part since alot of times i'll have to just guess. Lighting is pretty predictable, especially outside when the sun is out, but it's still very frusterating to know what intesity and configurations to use. Anyway, here they are, hope you enjoy.
I Cannot put copyright on these images i made due to the person who originaly made the original photograph. Because of that you may notice their copyright on some of them as well.
i've looked at these a few times and i'm starting to think i should get this program, my only question is how did you get these models to view and tweak
Nice work on those real photo blends. I hope I can put out something as good as that at some point.
After finally fixing my alpha's in-game, I've hit the 3DSM alpha wall >.< (I knew I should of picked another head...). If you remember how you did the alpha on the chocobos, then do let me know, as it will be a great help.
Keep up the good renders!
Modified:GKT(Hosodachi Base) | Haub(Brynie Base) | AF
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