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Character Polycount #232367
10/21/08 14:52
10/21/08 14:52

F
Fear411
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Fear411
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I think this was posted already, but i didn't find it.

When i use around 100-200 Chars in my Game, how much triangles should one char have maximal?

Thanks

Re: Character Polycount [Re: ] #232739
10/23/08 16:30
10/23/08 16:30

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Fear411
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anyone?

Re: Character Polycount [Re: ] #232740
10/23/08 16:34
10/23/08 16:34
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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croman  Offline
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Joined: Nov 2007
Posts: 1,032
Croatia
it all depends on your system specs. you should count that by yourself, it would be best. just press f11 and look at your fps and polycount and then try to do some math if it's too small fps smile



Ubi bene, ibi Patria.
Re: Character Polycount [Re: croman] #233272
10/27/08 20:03
10/27/08 20:03
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
350-1200, this is from low to higher end specs...100-200 is quite a bit. Think about shading as well, that can have a drastic effect.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: Character Polycount [Re: Nowherebrain] #233475
10/29/08 00:39
10/29/08 00:39
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Joined: Dec 2000
Posts: 4,608
Depends on how many of them you'll see on screen. maybe use imposters


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Re: Character Polycount [Re: ] #233478
10/29/08 02:17
10/29/08 02:17
Joined: Oct 2008
Posts: 218
Nashua NH
heinekenbottle Offline
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heinekenbottle  Offline
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Posts: 218
Nashua NH
One trick would be to use ent_morph to swap the model for a lower (or higher) poly model as it gets closer or further from the camera.


I was once Anonymous_Alcoholic.

Code Breakpoint;
Re: Character Polycount [Re: heinekenbottle] #233481
10/29/08 02:32
10/29/08 02:32
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Originally Posted By: heinekenbottle
One trick would be to use ent_morph to swap the model for a lower (or higher) poly model as it gets closer or further from the camera.

Using ent_morph for this purpose is quite the most senseless thing you can do. That's why we have the lod feature implemented in the engine.


Always learn from history, to be sure you make the same mistakes again...
Re: Character Polycount [Re: Uhrwerk] #233580
10/29/08 15:04
10/29/08 15:04
Joined: Oct 2008
Posts: 218
Nashua NH
heinekenbottle Offline
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heinekenbottle  Offline
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Joined: Oct 2008
Posts: 218
Nashua NH
Originally Posted By: Uhrwerk
Originally Posted By: heinekenbottle
One trick would be to use ent_morph to swap the model for a lower (or higher) poly model as it gets closer or further from the camera.

Using ent_morph for this purpose is quite the most senseless thing you can do. That why we have the lod feature implemented in the engine.


Your right. I'm sorry, its been a while since I've worked with Gamestudio. Forgot about LoD.


I was once Anonymous_Alcoholic.

Code Breakpoint;

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