Witness the major conflicts fought during the Galactic Civil War between the Rebel Alliance that seeks to restore order in the galaxy and the Galactic Empire that dominates the galaxy at its whim. The Mod allows you to play as the Galactic Empire or the Rebel Alliance, in the civil war that occurs two decades after the Clone wars and the Great Jedi purge as depicted in the original Star Wars trilogy, Andor, Rogue One, Solo, and Extended Universe lore. It is one of the most ambitious total conversion for multi award-winning rts Company Of Heroes, with unique, quality custom content and original gameplay. Version 1.0 out now!
Alright lads, time to wake up !
It's been quite a long time since the last update. We've got plenty of fresh awesome things to show you !
This is the very first one of a serie of pictures showcasing finished, textured and ready-to-go models, all done by Ebonhawk, with the help of SirPsycho. (I only did the posing and render)
You might ask why we show the only model we already have. This reworked Stormtrooper is high-poly, and amongst other advantages, possesses an actual head in his helmet, so no more invisible neck (like with the previous version).
Moreover, don't worry, because this is only the first one of all the new models we made : more will follow, and expect to see - for example - rebels in the next few days !
I hope you're as much excited as we are. In-game implementation will begin soon.
Remember you can press "HD view", or "view original" next to the picture name to enlarge it ;)
Looks great! I have to ask though, is there a maximum level of detail that can be applied to the models because these models seem to be pretty low poly. To my understanding, that is great during gameplay. However, for cinematics, up close shots, showcasing, etc. you should have high poly versions...
I realize the game is fairly old now, so I'm not expecting Battlefront EA level of quality here.
Not trying to dis the work, I'm just generally interested and wondering how the engine works.
The triangle count is important for this. To give you a guideline, here's triangle counts I try to stay within:
Weapons: Fewer than 1000 triangles, ideally fewer than 500.
Infantry (entire model, including accessories): Fewer than 6000 triangles, ideally fewer than 2000.
Vehicles (entire model, including additional states): No more than 10000 triangles, realistically fewer than 6000, ideally fewer than 4000.
Structures: Fewer than 5000.
so in this model the accesories he is wearing combined with the soldier base model is composed of 4678 triangles so it is qualified for the game to handle the model
If we stay within those limits, the MOD itself will play smooth on the engine we are there no lags and stutters when a a bunch of units take on the field
Thank you for the reply.
What about LOD models?
Thanks !
Keep in mind that CoH's engine is from 2006 : what now looks very low-poly was very high-poly at the time ^^
On a RTS game you have to render many things at a time, including dozens of different units, terrain and buildings. A FPS does not even render your entire character, most of the time it only displays the weapon and the forearms in first person (that's why in many FPS games you can't see your own feet !)
Again, as the camera in a RTS is usually far away from the units, you don't have to have great quality models. Moreover, it will lag the engine if polycounts exceed its capacity. Some older games made the difference between cinematic and gameplay models. In CoH they're detailed enough not to do so : keep in mind the game will render the models in a specific way to smoothen the geometry.
Generally speaking, CoH has great visuals : with maxed out settings you can zoom in and see that vanilla models look very good. We tried to reproduce the quality of vanilla models.
Thank you.
awesome sauce!
Very good. Keep up!
Exceptional.
Wow!
This MOD is going to be EPIC!!!!!