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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 06-06-2003, 07:24 AM   #21 (permalink)
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Good,the third one is perfect!
But the poly.....is too high....
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Old 06-06-2003, 07:26 AM   #22 (permalink)
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how many poly should a building be?
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Old 06-06-2003, 08:08 AM   #23 (permalink)
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It can probably be pretty high as your nto going to be building tons and tons of any of the bigger buildings.

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Old 06-06-2003, 08:47 AM   #24 (permalink)
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under 500 polys for a unit and under 1000 polys for a building
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Old 06-06-2003, 07:01 PM   #25 (permalink)
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Henford told me to keep it 3000 or lower.
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Old 06-06-2003, 07:05 PM   #26 (permalink)
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I think I'd go for nearer what henford said as at any one point there isn't going to be a lrage number of buildings except for power sations, supply centers, and base defences. SO all the other buildings can a have relatively high amount of polys. IMO anyway .

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Old 06-06-2003, 07:09 PM   #27 (permalink)
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the shipyard is only like 1500-1700 polys which is not that high for a model.
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Old 06-06-2003, 07:19 PM   #28 (permalink)
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I think that sounds about right and henford who has made tons of bildings and stuff says upto 3000 he's probably right. Although don't tell him I said that.

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Old 06-06-2003, 07:22 PM   #29 (permalink)
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his superweapon building he made was 4500 poly. also i think 2000 poly is a reasonable poly limit (3000 if you have alot of stuff like a shipyard that has alot of boxes and stuff).
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Old 06-06-2003, 07:28 PM   #30 (permalink)
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it all depends on how good your computer is
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