logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,581
Total Threads: 8,668
Posts: 94,540

Administrators:
DeeZire, Redemption

There are currently 41 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


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

Reply
 
LinkBack Thread Tools
Old 06-28-2004, 09:41 AM   #1 (permalink)
Senior Member
 
Join Date: May 2004
Posts: 104
Default poly question

ok on the zelda mod i keep on getting complaints about the models not being detailed enough so i am going to ask this question now, there is going to be around 1000 units on the map at any given time, and the map is going to be fairly large (800 x 800) so do my models http://www.freedomstudios.net/forums...p?showtopic=26 need more detail (btw for the skinned version i want the to be cel-shaded so maybe they need more detail i have no clue) as i dont want the mod to go extremely slow
TibMoon is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-28-2004, 11:14 AM   #2 (permalink)
Senior Member
 
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
Send a message via ICQ to CodeCat Send a message via MSN to CodeCat
Default

You call 800x800 "fairly" large??? Man that's almost twice as big as ZH's biggest maps!
CodeCat is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-28-2004, 11:46 AM   #3 (permalink)
Member
 
Join Date: May 2004
Location: Serbia
Posts: 59
Default

dont spare polys on buildings.... at least make them 600 polys... it wont lag trust me.... exep u have extremly slow PC and yes those models sure need more details.. especialy cuz of cellshading... spare polys on units... u wont have 1000 buildings in game but u will have units.. so...hehe
anyway on buildings spare polys only on those u know it will be built in more than 5 places
najzlijiji is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-28-2004, 01:29 PM   #4 (permalink)
Senior Member
 
Join Date: Feb 2003
Location: Home
Posts: 294
Default

I am wondering here. If there is 1000 models around on the map, but only 100 in the viewport, will the game lag because of the high number of polys total in the map? or in the viewport?

Because a game engine should sort out the models that are to be viewed and those who are not. So only the polys in the view are what that matters?

am I right or wrong here?

I would guess that it is the number & size of the textures are what really matters, becuase these are the big objects that have to be stored in memory and shuffeled between memory on mobo and graphic card ...
DarkSlayer is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-28-2004, 04:32 PM   #5 (permalink)
Senior Member
 
Join Date: May 2004
Posts: 104
Default

right so around 300 on resource and defensive buildings and 600 on barracks and command center
TibMoon is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-28-2004, 06:44 PM   #6 (permalink)
Senior Member
 
Join Date: Jun 2003
Location: Scotland
Posts: 220
Send a message via MSN to scythe_3000
Default

hey tibmoon its me mark your team mate. right, when i sed that your model was low detail i meant low detail for the number of polys you had.

also darkslayer your correct to a degree. but the engine still has to contain the information about whats not on screen as well so the larger the slower. but if it was all one screen at the same time major lag. its all relitive

tib do you want me to do some models for u? like tha castle and what not. you make somin and ill make my version, that cool?
scythe_3000 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-29-2004, 11:29 AM   #7 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
Default

Generals can push a lot of polys quite happily - seeing as you're cell shaded, keep textures a lower resolution to maximise polypushing. You can comfortably get around eight thousand polys on screen on a lower-end machine before lagging takes any real effect.
Ambershee is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 07-04-2004, 03:34 AM   #8 (permalink)
Senior Member
 
Join Date: May 2004
Posts: 281
Send a message via MSN to Straxovich
Default

i always thought it's the poly animation that causes lagging not the actual poly count. cos you can have heaps of stationary polys and it doesn't matter. but as soon as the polys become animated, like in infantry animation, thats when the engine starts to struggle.
Straxovich is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 07-04-2004, 02:51 PM   #9 (permalink)
Member
 
Join Date: May 2004
Location: Serbia
Posts: 59
Default

yes but thats because nothing isnt moving and u cant see lag but in most cases polycount isn't what makes game lagging... particle count is... but that doesnt mean that u can make ur models high poly count (just look what hapens when u fire 3 nukes near each other) ...and animation shouldt make ur game lagging...
najzlijiji is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 07-04-2004, 05:07 PM   #10 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
Default

Yeah, the three majot resource hogs in Generals are animations, particles (particle animations OMFG) and alpha blends
Ambershee is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
poly counts weed_eater Generals & Zero Hour Editing 16 04-17-2005 06:18 AM
Question about high(er) poly models key0p Generals & Zero Hour Editing 15 02-28-2004 02:58 AM
quick poly budget question MisterGoid Generals & Zero Hour Editing 4 11-20-2003 01:07 AM
poly limit count ... juanmanuelsanchez Generals & Zero Hour Editing 3 09-23-2003 10:56 AM
Poly Count? INI help jmb8785 Generals & Zero Hour Editing 6 05-13-2003 11:25 AM


All times are GMT -4. The time now is 04:10 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.