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PPQ_Purple

Purple Cube (retired)
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Oct 11, 2008
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With the sudden popularity of model riping, I thought I give it a try. In this thread, I shall display models ripped from the PC game Warhammer Dawn of War Solestorm. The models will mostly be that of the Dark Eldar race.

Dark Eldar Buildings:

Dark Eldar Slave Chamber
slave_chamber_small.jpg


Dark eldar Dark Tower
dark_tower_small.jpg


Dark Eldar Soul Cage
soul_cage_small.jpg


This is just a sample of the colection. The attachement in this post contains the extracted models of all Dark Eldar buildings from the game. And becouse I know how anoying seperate attachements can be, they are all merged into one neat little package.
If you wan't to use the models in any mod, just don't forget to credit the PC game for the models and me for the Rip.
 

Attachments

Just remeber to provide feadback to how the models are operating in game.
Note that I have tested a few of them as samples and they worked fine for me.
But I would like to know if you run into any trouble with them.
 
The buildings do look very very good, but I am afrait, that most aren't useable in a mod. Only two buildings have about 1500 polygones, but most do have >10000. There is even one with >100000 polygones. The buildings with <10000 might be useable as a wonder on very modern PCs, but I am worried about the performance on most PCs.
 
I need a way to decrease that. I was hoping someone here can help me with that.
I have no idea how to decrese this other than entering each of the models with 3ds Max and changing the poligons manualy witch would damage them.
The problem is that most of the buildings contain some form of curved blades and these take up much of the poly count. And the skulls arent realy helping keep the count down.
If I try to reduce it, the curves turn out badly.

And the models are small enough when used (a forge or a factory or a hospital) that they do not slow the game down. I have tested it with replacing a lot of buildings with the 10K model and newer had any real problems.

Also, what is an acceptable poly count anyway?
 
You describe exactly the problem. The buildings do look great, it is very unfortunate, that they do have so many polygones.

Vanilla models do have <500 polygones, and for example I am experiencing slowdowns at the end of a game, when many buildings are build. For example I can't even play huge mags properly. That's why I say, it might be a problem in a mod: While it seems to run properly on your computer, other people might experience problems, especially players with a laptop. So it depents, if you want everybody to be able to play a mod, or if you say "Bad luck guys".
 
Do you have any idea how do get rid of the poligones without getting rid of every curve on every model?

Also, if you have problems playing huge maps with normal models, than it's sorely time to upgrade.
Not even my laptop has problem with huge maps and it's not that good of a configuration at all.
If only this game had multy procesing support...
 
damn i actually didnt even consider the poly count... hmm i know vehem exported the sould cage already and he and widdellay reduced the poly count into the hundreds, it could be work asking then what they did...
 
Well, I kinda predicted that. :)

Some games, even where they use detailed models close up, may use low-poly models when zoomed out (these are called different LOD meshes, and might be stored separately or inside one file). Unfortunately I believe WH40000 doesn't as its zoom magnitude is quite small.

The more modern games get, and the closer they display their architecture, the less chances are they'd be useful in Civ. In theory, for instance, models from Oblivion are ready for use in Civ (it's a Gamebryo game too) - but in reality each one of those has insane, by Civ standards, polycounts.

BTW, did you guys know that Warhammer Online is actually also a Gamebryo game? They also use nifs and stuff. Unfortunately, the resource files there are SUCH a mess that it's almost impossible to meaningfully export anything at all.
 
Instead of soaking around. Someone give me some idea how to decrease the bloody poly count why don't you! Is there some program or plugin or do I have to enter the models and manualy delete half the vertexes? (witch I will eventualy do if all else fails)
 
Instead of soaking around. Someone give me some idea how to decrease the bloody poly count why don't you! Is there some program or plugin or do I have to enter the models and manualy delete half the vertexes? (witch I will eventualy do if all else fails)

Having recently dug into the same problem in Blender, I must admit there is no automated way for this. And if we're talking about WH40000 models, half the vertexes won't cut it - you'll have to remove at least 4/5 of them for these models to reach a sane polycount (as a rule of a thumb, everything more than 1500 is over the top).
 
Alright, than into the edit I go. By this time in seven days I shall release a reworked version or die trying.

Edit: No luck for now. I have tried to remove vertexes but the mesh is to tightly intertwined. I need an expert modeler to strip it down.
 
purple upload the max files. im not bad at moddling ill give it a shot.

EDIT: i could also make a whole DE city set with these if i get them to a low enough poly count hehe... if all else fails i have the textures so i could just remodle them from scratch using the same textures...
 
EDIT: i could also make a whole DE city set with these if i get them to a low enough poly count hehe... if all else fails i have the textures so i could just remodle them from scratch using the same textures...

I believe it's your best bet; reducing the polycount in two is already an uncanny feat. You, OTOH, have ready-made textures, and ideal original material - as in 3D models you can look at at any angle. If you're handy with Max, by all means give it a shot.
 
I believe it's your best bet; reducing the polycount in two is already an uncanny feat. You, OTOH, have ready-made textures, and ideal original material - as in 3D models you can look at at any angle. If you're handy with Max, by all means give it a shot.

i agree that this would be the best bet, and wouldnt be time consuming at all (i tend to be a demon when modeling buildings, making the textures is the hardest time consuming part and those are ready made :D)

so yeh, purple if u could upload the 3DSMax files of these then ill remodel them :)
 
If you need to open them in Max, NifSkope can actually export .obj files. Very handy - and you don't have to wait till he posts those (unless, of course, the export process screws anything - I just tested importing .obj, and this works quite well).
 
I need you people to check something for me.
I shall upload the ressault of an experiment I have been working on. And I need you to tell me if the poly count has gotten better or worse and how much.

Check this model againsts the one I labeled: slave_chamber_noBase_noCages.nif
 

Attachments

This one is at least twice poly-heavier. 7000 against 3500 of the slave_chamber_noBase_noCages.nif

Admittely, it also doesn't have lots of "junk" stuff slave_chamber_noBase_noCages.nif has, that don't display at all. The polycounts I supplied are for "meaningful" parts. Due to this "junk", slave_chamber_noBase_noCages.nif weighs about ten times more (and has an insane "hidden" polycount).
 
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