Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
1 registered members (TipmyPip), 18,484 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 3 of 4 1 2 3 4
Re: how many polys for detail? [Re: lostclimate] #133097
06/02/07 12:00
06/02/07 12:00
Joined: Apr 2006
Posts: 329
M
molotov Offline
Senior Member
molotov  Offline
Senior Member
M

Joined: Apr 2006
Posts: 329
Does anybody know where I can get this program, TGAtoDot3. I can't find it at the ATI/AMD website. Thanks anyway, Molotov.

Re: how many polys for detail? [Re: molotov] #133098
06/02/07 14:14
06/02/07 14:14
Joined: Jan 2007
Posts: 1,565
innsbruck, austria
achaziel Offline
Serious User
achaziel  Offline
Serious User

Joined: Jan 2007
Posts: 1,565
innsbruck, austria
lets be serious, a 50 polygon house in a fps? are you kidding me? just because lower polycounts increase the performance doesn't mean they make the whole game look better. sometimes, highpoly models without shader are much better than low poly ones with a crappy normalmapping shader. if somebody wants to use shaders, he has to decide whether it's worth using them or whether it's necessary.


Yeah, but... Who is Lu?
Re: how many polys for detail? [Re: achaziel] #133099
06/02/07 16:33
06/02/07 16:33
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States


xXxGuitar511
- Programmer
Re: how many polys for detail? [Re: xXxGuitar511] #133100
06/02/07 16:40
06/02/07 16:40
Joined: Apr 2006
Posts: 329
M
molotov Offline
Senior Member
molotov  Offline
Senior Member
M

Joined: Apr 2006
Posts: 329
Thanks xXxGuitar511

Re: how many polys for detail? [Re: molotov] #133101
06/02/07 16:41
06/02/07 16:41
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
np


xXxGuitar511
- Programmer
Re: how many polys for detail? [Re: Why_Do_I_Die] #133102
06/03/07 05:11
06/03/07 05:11
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
Expert
Rhuarc  Offline
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Quote:

Thats the reason gamestudio projects always look so horrid, and play like slow as [censored] , developers here seem to think making a 100 polygon model 3000 polygons will make it look better , and you end up with a clunk of [censored] that has a ton of ugly high polygon models , strange and pointless levels with bad geometry , lighting , and design , and hideous childish textures of up to 1024x1024 in size , oh and some shaders in there as well , for a game that looks horrendous , is pointless , requires a fast pc with a good video card , is an exact clone of another game (which is good , uses small but high quality textures efficiently , low polygon but high quality models , has good gameplay and is fun to play , can be played with mid quality settings on some pretty old computers) , and is a complete pile of [censored]




Congrats on the forum's longest run-on sentence.

-Rhuarc


I no longer post on these forums, keep in touch with me via:
Linkedin.com
My MSDN blog
Re: how many polys for detail? [Re: Why_Do_I_Die] #133103
06/03/07 09:46
06/03/07 09:46
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
Quote:

Your using 45000 polys at once with a toon shader and your frame rate at around 35 fps with a AMD1.6ghz, 512ram, geforce5200fx for Monster Mini Mayhem Spike ? LOL . Be serious man , you can make a game like that with no shaders and no more than 5000 polyz on screen at once , whats wrong with you ? a 1.6 ghz amd with 512 mb ram and geforce 5200 fx can play doom 3 at normal settings , I have a very similar comp , with 1.9ghz instead of 1.6 , and run ut2004 at 60 fps with mid detail , u mean to tell me your game actually consumes more recourses that the ones i mentioned above ? Thats what you call poor and sloppy development , why even use a toon shader for something where you cant even remotely tell it's being applied to ? The only reason to use high poly's and shaders is for high details , if your scene is going to be breathtaking , if it's not , then it's not worth it , you have to keep that in mind. Yes you can go up to 10000 polygons for a house , but you can also do it in under 100 , it is very dependant on what your doing , the house's purpose, your target pc , ect... It's so funny that just because everyone hears of all the high poly counts of current games people here think it's ok to just use 4000 polygons for a table or something , because the hardware can handle it , it's a very stupid and recource wastefull thing to do. Before deciding to use 100,000 polys visible at once , take a look at what a game that uses that many polys looks like , and if your game doesnt look as good , then your just being a jackass. Thats the reason gamestudio projects always look so horrid, and play like slow as [censored] , developers here seem to think making a 100 polygon model 3000 polygons will make it look better , and you end up with a clunk of [censored] that has a ton of ugly high polygon models , strange and pointless levels with bad geometry , lighting , and design , and hideous childish textures of up to 1024x1024 in size , oh and some shaders in there as well , for a game that looks horrendous , is pointless , requires a fast pc with a good video card , is an exact clone of another game (which is good , uses small but high quality textures efficiently , low polygon but high quality models , has good gameplay and is fun to play , can be played with mid quality settings on some pretty old computers) , and is a complete pile of [censored]. Jigga, you should be able to make that building with under 50 polygons and a 256x256 texture , or even a 128x128 texture , anything higher would be uncivilized.




learn to make smaller blocks...

anyway, yes i have 45000 polys and it runs fine. you know whats even more funny? its not sloppy development, it was hard work to get it there...

usually, i have a playermodel with 5000 polys. its not much, but it looks good from the perspective...

enemies have around 3000 polys... usually, there are like 20-30 enemies in the level. on screen, there are like 10 enemies max (depends on the level) so this gives us 35 000 polys already... then there are the enviromental stuffs and we easily get to 45 000 polys...

the reason why most A6 games look sloppy is simply because the creators have no idea, work sloppy or dont care, like i do. i just dont care about pretty graphics during development. graphics are the last thing i do (like in monsters, that gets a redesign NOW)...

so basically, your comment fades into the dust it ame from, and if you really want to make a stand and argue with me, then please start arguing with facts and knowledge, like so many others here.

and since my knowledge is little to zero, it cannot be THAT hard to beat me...

ps.: oh and about your way of working: please, tell us how long are you working on your project, do you even have a project and how does it look?

Re: how many polys for detail? [Re: sPlKe] #133104
06/03/07 09:51
06/03/07 09:51
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
lol bubbles , ok, well it was pretty fun but doesnt exactly push a6's limits

anyways exactly as spike said, at the end of the day its the facts, your opinion has no backing, were i showed a semi-detailed outline of an example of my perspective. So really it goes to show, how much can be handled by even an old graphic card, and obviously there is no reason to waste resources, but dont skimp on them if you dont need to either.

Re: how many polys for detail? [Re: lostclimate] #133105
06/04/07 00:36
06/04/07 00:36
Joined: May 2005
Posts: 819
U.S.
Why_Do_I_Die Offline
Warned
Why_Do_I_Die  Offline
Warned

Joined: May 2005
Posts: 819
U.S.
Damn , every time I post the gamestudio community gangs up on me : \ About the bubbles game , yeah it was simple , and yes it didnt push A6 limits , but it wasnt suppossed to , I even downgraded gamestudio to 6.22 to use DX 8 instead of 9 , and the textures are all like 64x64 if i remember correctly , the only thing that did use more memory was the skycubes , which I now wish I woulda used a cheap skybox for instead.

///////////New Paragraph/////////////////

The thing about the model from jigga , if it's meant to be a detailed model to be viwed up close in a fps game , why didnt he mention it on his post , and why didnt he include some close up screenshots ? I was left with the impression that the model was suppossed to be a simple house in a town or something , nothing to fancy , but then here comes the answer to your question , sicne your the only one who really knows how important a model this house will be in the game , your the only one who can really decide how many polys you want to spend in it , it can be under 50 , or over 1000.

///////New Paragraph//////////

But so this wont just be a waste of time , here are some links of some fairly high detail/quality huose models similar to yours which are suppossed to be game-ready , so you can get an idea more or less of how many polys you can spend in 1 house depending on the quality you have in mind.

http://www.game-stuff.com/architect/fantasy_building_2/02.jpg
http://www.game-stuff.com/architect/fantasy_building_2/08.jpg
http://www.game-stuff.com/architect/fantasy_building_2/info.html

http://www.game-stuff.com/architect/fantasy_building_1/01.jpg
http://www.game-stuff.com/architect/fantasy_building_1/09.jpg
http://www.game-stuff.com/architect/fantasy_building_1/info.html

Hope the links help you out , good luck with your models.

Re: how many polys for detail? [Re: Why_Do_I_Die] #133106
06/04/07 02:43
06/04/07 02:43
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
I only read the first paragraph, and I havn't seen your game yet, but I do see your posts all the time. I like that your using non run-on sentances and paragraphs. lol.

Ok, now I read it all, and those are som really nice pics at the bottom. But how many polys is that house?


xXxGuitar511
- Programmer
Page 3 of 4 1 2 3 4

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1