carlinho wrote:sometimes 16 angles for units that are too wide is great
but I think it definitely takes a toll on slower computers...by what I'm reading...
or I'm getting it wrong?
Offtopic: I really want to see someone make a really low res 360 view unit. It would be interesting to see how it would look, for sure.
Maybe a single tree with 360 angles, at a low resolution.
scenery seems to lag more than units at the higher angles... the choppers in CPR have 24 angles... yet dont seem to lag... though 16 angle scenery seems reall choppy on my mac...
if one does not learn from the failings of the past they are likely to suffer its return.
Renwood's right - either you need to have so many view angles that the constant change of sprites looks smooth, or you stick to 8 views to keep changes to a minimum. Anything in between tends to be distracting.
Tanks and cannons etc would benefit from having many view angles. Not sure that a dwarf or zerk would though.
(shrug) I'd never noticed that the Trow had more angles until I went digging in Amber. I reckon just throw more on there without telling anyone and see how they react.
Okay I got the models but now I'm too dumb to do anything with 'em
I allmost forgot that the last unit ooga and i produced a few months ago was a 64 angled myth cannon (as seen on redemption) im trying to get ooga to make a youtube video of it where the camera rotates around it since ooga has FRAPS.
having a ton of angles for animated units really isnt doable in myth at this time though.
it IS possible, but would require much new myth engine coding and streamlining that only a PAID dev team should tackle.
-Renwood
Persica purnus constans dum orbis exustio. Exsequor exequor!