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Author Message
Engram

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Since: Jan 31, 2006
Posts: 700



(Msg. 1) Posted: Fri Mar 07, 2008 7:40 pm
Post subject: Ping: Katy
Archived from groups: alt>games>the-sims (more info?)

Something for your fairies perhaps?

http://www.modthesims2.com/showthread.php?t=275659

Looks purty!

Cheers!
Engram
http://rothpoint.googlepages.com/home

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katy

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Since: Nov 21, 2006
Posts: 2344



(Msg. 2) Posted: Fri Mar 07, 2008 7:40 pm
Post subject: Re: Ping: Katy [Login to view extended thread Info.]
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Engram wrote:
> Something for your fairies perhaps?
>
> http://www.modthesims2.com/showthread.php?t=275659
>
> Looks purty!
>
> Cheers!
> Engram
> http://rothpoint.googlepages.com/home
>
>
Shoot...I'm getting a message that says there's something wrong with the
MTS2 database and to refresh but get the same thing when I do...but
thanks anyway...

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Jeanie

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Since: Jul 12, 2005
Posts: 3067



(Msg. 3) Posted: Fri Mar 07, 2008 7:40 pm
Post subject: Re: Katy [Login to view extended thread Info.]
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Engram wrote:
> Something for your fairies perhaps?
>
> http://www.modthesims2.com/showthread.php?t=275659
>
> Looks purty!
>
> Cheers!
> Engram
> http://rothpoint.googlepages.com/home

That is nice! It would go well on a vacation lot with a rustic cabin on
it...

Jeanie
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katy

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Since: Nov 21, 2006
Posts: 2344



(Msg. 4) Posted: Fri Mar 07, 2008 7:40 pm
Post subject: Re: Katy [Login to view extended thread Info.]
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Jeanie wrote:
> Engram wrote:
>
>>Something for your fairies perhaps?
>>
>>http://www.modthesims2.com/showthread.php?t=275659
>>
>>Looks purty!
>>
>>Cheers!
>>Engram
>>http://rothpoint.googlepages.com/home
>
>
> That is nice! It would go well on a vacation lot with a rustic cabin on
> it...
>
> Jeanie
>
>
It came up this time...yes, I saw that when it came out and I did
download it immediately! I think I put a thank you up on the board, too...
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Bebe

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Since: Feb 05, 2008
Posts: 46



(Msg. 5) Posted: Fri Mar 07, 2008 7:40 pm
Post subject: Re: Katy [Login to view extended thread Info.]
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Jeanie wrote:
Engram wrote:
> Something for your fairies perhaps?
>
> http://www.modthesims2.com/showthread.php?t=275659
>
> Looks purty!
>
> Cheers!
> Engram
> http://rothpoint.googlepages.com/home

That is nice! It would go well on a vacation lot with a rustic cabin on
it...

Jeanie


What about the polygon count...isn't it a little high?

bebe
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Engram

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Since: Jan 31, 2006
Posts: 700



(Msg. 6) Posted: Sat Mar 08, 2008 8:28 am
Post subject: Re: Katy [Login to view extended thread Info.]
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Bebe wrote:
> What about the polygon count...isn't it a little high?
>
> bebe

The poly count is pretty low, actually. The "acceptable" number of polys is
something 800 per tile. The shower is 5x7, so 35 tiles, and a mere 2803
polys. Even when you add the rocks into the mix, it's actually quite low
poly for a big item like that.

Cheers!
Engram
http://rothpoint.googlepages.com/home
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katy

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Since: Nov 21, 2006
Posts: 2344



(Msg. 7) Posted: Sat Mar 08, 2008 8:28 am
Post subject: Re: Katy [Login to view extended thread Info.]
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Engram wrote:
> Bebe wrote:
>
>>What about the polygon count...isn't it a little high?
>>
>>bebe
>
>
> The poly count is pretty low, actually. The "acceptable" number of polys is
> something 800 per tile. The shower is 5x7, so 35 tiles, and a mere 2803
> polys. Even when you add the rocks into the mix, it's actually quite low
> poly for a big item like that.
>
> Cheers!
> Engram
> http://rothpoint.googlepages.com/home
>
>
I never worry about poly count anyway...if I want it and it makes my
game, then that's all there si to it...
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Bebe

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Since: Feb 05, 2008
Posts: 46



(Msg. 8) Posted: Sat Mar 08, 2008 8:28 am
Post subject: Re: Katy [Login to view extended thread Info.]
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katy adds:
Engram wrote:
> Bebe wrote:
>
>>What about the polygon count...isn't it a little high?
>>
>>bebe
>
>
> The poly count is pretty low, actually. The "acceptable" number of polys
> is something 800 per tile. The shower is 5x7, so 35 tiles, and a mere 2803
> polys. Even when you add the rocks into the mix, it's actually quite low
> poly for a big item like that.
>
> Cheers!
> Engram
> http://rothpoint.googlepages.com/home
>
I never worry about poly count anyway...if I want it and it makes my
game, then that's all there si to it...


I thought that was when the game starts crashing!! I don't think I've ever
understand the poly thing. LOL

bebe
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Engram

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Since: Jan 31, 2006
Posts: 700



(Msg. 9) Posted: Sat Mar 08, 2008 9:52 am
Post subject: Re: Katy [Login to view extended thread Info.]
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Bebe wrote:
> I thought that was when the game starts crashing!! I don't think I've
> ever understand the poly thing. LOL

A "poly" is a polygon, a triangular piece that is used to create the mesh
for an item. The "poly count" is the number of faces (ie. the triangular
area of the polygon) that makes up an item. Meshes are made up of all these
small and big triangles. The more triangles make up the item, the higher the
poly count. The general advice is to make the item out of as few polygons as
possible and let textures do the work of adding detail to the item.

To put it in other terms, a table or chair can be made out of relatively few
polygons (they can be big or small, so a table surface can be made out of
two big triangles to make a rectangle or it can be made of many smaller
triangles and it would still look like a rectangle in the end - this is a
bit simplified because obviously a table surface also has sides so it's not
just flat). Then you create a nice detailed texture and behold! You have a
table with ornate scrolling but none of the grooves in the surface were
created using polygons but good use of shading and texture, etc.

I'm pretty sure I've got it more or less right. There are people here who
actually make meshes so they can tell you if I'm wrong. But I think the
basic idea of "polygons make up a mesh and then you make it look a
particular way with textures" idea is fairly sound, although my explanation
may be a little lacking Smile That's how recolouring works - somebody makes a
mesh and then other people make their own textures for it so that one item
can sport many different looks. Think of sim clothing - two outfits may use
the same mesh but in one version it's pants and a top and in another it's a
pantsuit with a belt defining the waist area. The mesh is the same but the
overall look is very different.

This probably says it better:
http://www.sims2wiki.info/wiki.php?title=Game_Help:Poly_Counts

Cheers!
Engram
http://rothpoint.googlepages.com/home
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Bebe

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Since: Feb 05, 2008
Posts: 46



(Msg. 10) Posted: Sat Mar 08, 2008 9:52 am
Post subject: Re: Katy [Login to view extended thread Info.]
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"Engram" <engram_au.DeleteThis@yahoo.com.au> wrote in message
news:47d1c71f$0$20842$afc38c87@news.optusnet.com.au...
> Bebe wrote:
>> I thought that was when the game starts crashing!! I don't think I've
>> ever understand the poly thing. LOL
>
> A "poly" is a polygon, a triangular piece that is used to create the mesh
> for an item. The "poly count" is the number of faces (ie. the triangular
> area of the polygon) that makes up an item. Meshes are made up of all
> these small and big triangles. The more triangles make up the item, the
> higher the poly count. The general advice is to make the item out of as
> few polygons as possible and let textures do the work of adding detail to
> the item.
>
> To put it in other terms, a table or chair can be made out of relatively
> few polygons (they can be big or small, so a table surface can be made out
> of two big triangles to make a rectangle or it can be made of many smaller
> triangles and it would still look like a rectangle in the end - this is a
> bit simplified because obviously a table surface also has sides so it's
> not just flat). Then you create a nice detailed texture and behold! You
> have a table with ornate scrolling but none of the grooves in the surface
> were created using polygons but good use of shading and texture, etc.
>
> I'm pretty sure I've got it more or less right. There are people here who
> actually make meshes so they can tell you if I'm wrong. But I think the
> basic idea of "polygons make up a mesh and then you make it look a
> particular way with textures" idea is fairly sound, although my
> explanation may be a little lacking Smile That's how recolouring works -
> somebody makes a mesh and then other people make their own textures for it
> so that one item can sport many different looks. Think of sim clothing -
> two outfits may use the same mesh but in one version it's pants and a top
> and in another it's a pantsuit with a belt defining the waist area. The
> mesh is the same but the overall look is very different.
>
> This probably says it better:
> http://www.sims2wiki.info/wiki.php?title=Game_Help:Poly_Counts
>
> Cheers!
> Engram
> http://rothpoint.googlepages.com/home
>

Thank you Engram for taking the time to tell me and others about this
subject. Also thanks for that link!
I thought you did a good job explaining. Smile


bebe
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