The mod you all love ! [message #144048] |
Wed, 16 March 2005 22:11 |
icedog90
Messages: 3483 Registered: April 2003
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General (3 Stars) |
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IRON FART |
icedog90 |
IRON FART |
icedog90 | Please don't tell me you guys are afraid of the addition of 200 - 300 polygons.
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Well we're better off without them. Gameplay matters more than having some super accurate game.
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Polygons almost completely don't hurt the FPS. TRUST ME, ask Doitle, he even proved it and so have I.
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How did you prove that?
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Doitle ran a test on a very slow laptop that had a level with 6(?) one million polygon tanks. As it turned out, the FPS maybe went down by 1. I took pictures of my test but I have absolutely no idea where I put the images. The only proof you have from me is that I once made a 60,000 polygon level, and guess what? It still ran fine.
Why challenge me? Do you think I'm lying?
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The mod you all love ! [message #144055] |
Wed, 16 March 2005 22:57 |
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IRON FART
Messages: 1989 Registered: September 2003 Location: LOS ANGELES
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General (1 Star) |
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lol
I believe you, I was just curious to see how you went about it.
Quote: |
Quote from IRC
<[Digital]> get man_fucking_a_car.mpg
<[Digital]> ah fuck wrong window
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The mod you all love ! [message #144075] |
Thu, 17 March 2005 03:28 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
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General (3 Stars) |
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WNxCABAL | I'm guessing the way textures are tiled makes a difference?
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I would imagine the way its wrapped would be harsher.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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The mod you all love ! [message #144085] |
Thu, 17 March 2005 06:16 |
Chronojam
Messages: 688 Registered: March 2003
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Colonel |
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W3d is good at handling shitloads of polygons. It's not too good at handling shitloads of large textures though.
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The mod you all love ! [message #144268] |
Fri, 18 March 2005 06:56 |
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Titan1x77
Messages: 1086 Registered: February 2003
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General (1 Star) |
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Yes your right, poly isnt that big of a hit when it's untextured, But..when you take an tank with excessive poly and texture it with a 512x512 texture and you drop 6 of them on the map compared to 6 lowpoly tanks with the same texture you'll see a big difference.
and because all tanks,characters,maps etc. are textured, there is a reason to keep the poly limit down, unless it's part of the map where VIS can help hide it.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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The mod you all love ! [message #144285] |
Fri, 18 March 2005 09:07 |
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yeah, reborn is a very great mod.
I ever want to help the team to finish the mod, but nobody answer my email.
But i hope i can now help the team
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The mod you all love ! [message #144402] |
Sat, 19 March 2005 00:23 |
icedog90
Messages: 3483 Registered: April 2003
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General (3 Stars) |
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Sanada78 | I still don't believe you managed to do this. I still can't get a sphere with 50,000 polys to export without W3D Viewer crashing when viewing it. Level Edit also crashes when trying to open it.
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Gmax has a hard time exporting meshes with uber poly counts. You would have to split it up into many different meshes, then it would export fine. This happens a lot with terrain too, you have to slice it up sometimes if the mesh is above something like 12,000 polygons.
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