Author Topic: Want to model  (Read 2817 times)

Offline mopskind

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Re: Want to model
« Reply #15 on: 14-04-2011, 19:04:55 »
btw, does the max polycount for vehicles include the Col0,Col1 and Col2 or only the visible mesh? I hope its only the visible mesh otherwise i could dump all the stuff i made :D

Offline Knitschi

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Re: Want to model
« Reply #16 on: 14-04-2011, 19:04:19 »
I think it shows the polycount of the selected object.

Offline mopskind

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Re: Want to model
« Reply #17 on: 14-04-2011, 20:04:13 »
Ah you misunderstand me there. I want to know ifof the max Polycount for the bf2 engine (8000 for vehicles?) is counted by all the collision meshes or is it only the visible ingame mesh?

azreal

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Re: Want to model
« Reply #18 on: 14-04-2011, 20:04:53 »
No, it's counted for the lod0. However, the collision and lod models have their own polycounts as well.

Offline Raziel

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Re: Want to model
« Reply #19 on: 18-04-2011, 11:04:24 »
@Knitschi: Thanks for the tip! Am currently following the Me109 tutorial posted in the other thread as I need to 'unlearn' Blender and start learning 3dsMax!

Offline Knitschi

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Re: Want to model
« Reply #20 on: 18-04-2011, 12:04:28 »
@Knitschi: Thanks for the tip! Am currently following the Me109 tutorial posted in the other thread as I need to 'unlearn' Blender and start learning 3dsMax!

Yeah... Don't mix up left and right mouse button  ::)

Offline Devilman

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Re: Want to model
« Reply #21 on: 18-04-2011, 14:04:35 »
I want to know ifof the max Polycount for the bf2 engine (8000 for vehicles?)

These so called polycount limits for BF2,were mentioned over 5 years ago,for 5 year old PC's,as a very safe guideline,and nowadays you can run much much higher polys on objects without any noticeable loss in performance

74 867 poly Apache Longbow runs perfectly ingame,and looks  :o











Offline Natty

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Re: Want to model
« Reply #22 on: 18-04-2011, 16:04:35 »
in SP yea....  ::) the dice apache has 9000+ tris which is recommended amount for a helicopter for this game.

The polycounts recommendations are still valid, no matter how old the game is.

Offline Tim270

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Re: Want to model
« Reply #23 on: 19-04-2011, 02:04:33 »
Yeah try putting 4 of those on each team then have 64 guys running around on-line (including low settings) then say it runs fine.

Also looks like there are no lods?
« Last Edit: 19-04-2011, 02:04:11 by Tim270 »

Offline sn00x

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Re: Want to model
« Reply #24 on: 19-04-2011, 02:04:03 »
actually, why dont we test this theory out? instead of jumping to conclusions :)

unless its been tried, NONE of you know.. ;)

azreal

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Re: Want to model
« Reply #25 on: 19-04-2011, 04:04:40 »
It's not a question of poly counts Sn00x. I know guys over at BF2editor.org that have exported objects with poly counts in the 5-figures area (ie. 10,000 polies). It's more a matter of what hardware the server and client(s) are running.

Offline FatJoe

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Re: Want to model
« Reply #26 on: 19-04-2011, 11:04:16 »
I guess I could run a game with some high poly objects. But in order to not exclude everyone that aren't running a new awesome computer, it's preferable to stick to the default poly count. A 75000 polygon chopper might be good for a cg movie, but is just bad optimization for a comper game. It doesn't need to have the bolts and screws modeled. Much rather use the high poly model to bake a normal map on a optimized low poly model and use that in game.

Offline Knitschi

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Re: Want to model
« Reply #27 on: 19-04-2011, 11:04:47 »
As a view distance Nazi I recommend investing the computational power into increased view distances rather than in more local detail. This at least has an influence on the gameplay.

Offline Neighbor Kid

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Re: Want to model
« Reply #28 on: 20-04-2011, 14:04:26 »
dam it devilman just make stuff for Fh already   :P
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Offline sn00x

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Re: Want to model
« Reply #29 on: 20-04-2011, 15:04:23 »
As a view distance Nazi I recommend investing the computational power into increased view distances rather than in more local detail. This at least has an influence on the gameplay.
gotta agree here, i Never cared for all this little details here and there