By
VonBeerhofen
for Flyright's V1 conversion. As you can see in this picture the model was constructed the oldfashioned way from the V1 , which shape is still visible because back then it was the only way to create something new. All the old polygons and nodes had to be left as is to keep the rendering sequence intact. Essentially it's still a V1 with all it's parts still present but set to invisible except for the parts which were needed for the blimp. The result is that in the editor and in the game the model uses space for 145 polygons and 147 nodes and it's filesize is not much smaller then the actual V1, 4.73 Kilobytes. Due to the changes to the V1 model and not being able to recalculate a new Rendering Sequence this model never worked very well in the game, as sides and tailsurfaces disappeared depending on the viewing angle, a valliant effort for those days nonetheless
This next picture shows the fixed model with a newly calculated rendering sequence, all unwanted nodes and polygons were removed, an anchor line attached, the stabiliser wings were straightened, the messy tail was remodeled to give it a more accurate shape and the model was prepared for further improvements, i.e. a 12 sided version with appropiate 3D stabiliser wings instead of just flat polygons. As shown it consists of just 73 polygons and 71 nodes resulting in a filesize of only 2.96 kilobytes. This new model is stable as a rock, takes up less memory and renders almost twice as fast, where ofcourse framerate is always an important asset in any flightsimulator as AI intelligence and reaction times are directly linked with it.
The next two pictures show the model in action. Notice that the difference with the old version isn't very big, the difference mainly lies in the stability of rendering the model and viewing it from all angles and ofcourse 2 kilobytes removed from one model will hardly impact framerates. It does however become more significant when dozens are visible in the same frame and taking into account that in a single screenshot a few hundred 3D models will be visible, some very complex, the overal cleanup will have a dramatic influence on framerates, loading times, CPU and GPU use and frees up memory for more complicated models, like the upcoming 12 sided version currently being develloped, a shape which can NEVER be derived from ANY model created for EAW in the past!
VonBeerhofen