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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 09-22-2003, 07:29 PM   #1 (permalink)
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Default poly limit count ...

hi all !! We need this info for creating the models ...wich is the best ploly count for creating units ???

Thanks a lot !!!
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Old 09-22-2003, 09:30 PM   #2 (permalink)
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Try to keep it around the units in generals. I try to make sure the units are around 300-600 for Blitz2. But also keep in mind how many of that unit will be ingame. If you have 1 supertank...where at most there would be 3 of them in the game at once, you can have many more polies than for a unit that you'll have 50-100 at once.
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Old 09-23-2003, 03:23 AM   #3 (permalink)
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for a start, poly counts mean nothing, they can be as high as you want them to be, as only animated models will lag, and when a high poly units is created it will lag, but thats all, there is absolutely no lag during normal game play (i know i build 10 30,000 poly tanks, so thats 300,000 polys plus normal units, and lag only occured when it was first constructed)

What really lags generals is high poly animated units, like infantry (who are constantly moving), and huge ammounts of particle fx's, which there is a limit set already, so generals is very mod friendly because of this, as it means you can be very sloppy, but dont as sloppy models look bad.
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Old 09-23-2003, 10:56 AM   #4 (permalink)
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You still should keep the poly's reasonable, as they take up more space, and more vmem. The more polys you have, the more work on your vid card, and the more stress on your system. They kept the poly counts low, to keep the sys specs low.
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