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#126 27/4/11 15:29

Iritscen
Moderator

Re: Konoko HD

Delano762 wrote:
Iritscen wrote:

11           Hasegawa's Lab    Tan jacket, cargo pants

Nope, Lvl 11 = Black Ops uniform, cargo pants and army boots. That means that the Tan Jacket was in 2 levels.

What do you mean by Black ops uniform?  I see the same tan (?) jacket with black underneath that Konoko wears in TCTF HQ and Science Prison.

Samer wrote:

so i guess the solution to all the problems would be to lower the polygon count of the head in particular.

Delano762 wrote:

NO WAI
Also the sleeveless forcefield bug causes disappearance of contrails and flames. Lack of flames, standard impacts, contrails are annoying but if that's the price then I'll pay it.

I think Leucha can probably reduce the polys without a discernible loss of detail so you don't have to pay any price at all (although I haven't examined the model so I could be wrong).


byproducts are fine, but where's the beef?

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#127 27/4/11 15:38

Samer
Member

Re: Konoko HD

well i've worked a lot with TRBS and there's always room for lowering the poly-count. but i do it manually ... removing edges and redrawing them in order to get less polygons .. it's very frustrating and time consuming. xsi's automatic polygon reduction messes it up.


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#128 27/4/11 16:01

Delano762
Member

Re: Konoko HD

Level 6, 12 = FluxBB bbcode test
Level 11 = FluxBB bbcode test

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#129 27/4/11 16:12

Lithium
Member

Re: Konoko HD

Delano762 wrote:
Iritscen wrote:

11           Hasegawa's Lab    Tan jacket, cargo pants

Nope, Lvl 11 = Black Ops uniform, cargo pants and army boots. That means that the Tan Jacket was in 2 levels.

I don't remember that, also your example doesn't really count. It's just a variation of her tan jacket

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#130 27/4/11 16:20

Samer
Member

Re: Konoko HD

actually delano is right.
the dream lab outfit is different than that of tctf HQ and Sc prison.
different ONCC and different TRBS. notice the wrists are shaped differently.


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#131 27/4/11 16:24

Lithium
Member

Re: Konoko HD

I HADOUKENED up on the original message he was trying to give...oops

Last edited by Lithium (27/4/11 17:35)

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#132 27/4/11 16:43

Iritscen
Moderator

Re: Konoko HD

Excuse me, oxe?

And yeah, I never noticed that before, thanks for the pics Delano.


byproducts are fine, but where's the beef?

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#133 27/4/11 17:15

Lithium
Member

Re: Konoko HD

Well he was trying to tell you that there's 2 Tan Jacket outfits, but he called it black ops which totally made me ignore his original point hmm

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#134 27/4/11 17:32

Samer
Member

Re: Konoko HD

i think he meant the profanity tongue


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#135 27/4/11 17:36

Lithium
Member

Re: Konoko HD

Ok instead of cussing I shall replace everyword with a fighting game move

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#136 27/4/11 18:10

EdT
Moderator

Re: Konoko HD

Actually, you can keep the HD version, but just create a lower poly count version and use it for the lower LODs.  In fact, I think I already did that for Konoko HD.  Need to check...

So I vote for HD Muro!

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#137 27/4/11 18:19

Lithium
Member

Re: Konoko HD

EdT wrote:

So I vote for HD Muro!

Oh my that would just be too glorious to see

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#138 28/4/11 7:07

Leucha
Member

Re: Konoko HD

Concerning the forcefield bug, does it only occur with the TCTF armor ? Or on every other models I put the HD head on ? (if so, that would really suck hmm)

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#139 28/4/11 8:52

Delano762
Member

Re: Konoko HD

It occurs only on TCTF Armor. Muro HD FTW too, but I think I prefer to see that tan jacket reskin first.

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#140 28/4/11 10:01

Dirk Gently
Member

Re: Konoko HD

thought we fixed the sleeves...

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#141 2/5/11 11:24

Chamyky
Member

Re: Konoko HD

Didn't Gumby say something about a lower-LOD model being used for rendering the force field effect? That would mean that the fully-detailed mode can be left the same. Which would be neat.

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#142 2/5/11 11:52

Gumby
Moderator

Re: Konoko HD

Yup!


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#143 2/5/11 13:48

Delano762
Member

Re: Konoko HD

On second thoughts, If I have to wait long for a next HD model, then I absolutely vote for HD Muro.

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#144 15/8/11 15:24

Knox
Member

Re: Konoko HD

I've already installed the AE. I extracted it to packages, then re-ran the AE installer. The package didn't show up. What do I do?

EDIT: Figured it out on my own. I ran the program as an administrator. Worked like a charm.

EDIT: HD Muro FTW.

Last edited by Knox (17/8/11 19:58)


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#145 25/9/12 5:53

Samer
Member

Re: Konoko HD

The package has been updated by EdT on 24/9/2012 to include lower lods and solve the previous problems of disappearing hit impacts and contrails and forcefield not covering entire body.
big_smile

Last edited by Samer (25/9/12 5:54)


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