I'm not really sure how many polygons DBPro can deal with in one object, but I'm fairly sure it's pretty high
. Unless we make our own nodetree system, then the only optimization we can do is to export levels in several models when there are COMPLETELY separate sections (ie. you can't see one from within the other), and hardcode (as such) areas where the models are to be displayed. Seeing as DBPro doesn't have such a system, and we aren't using BSP (as DBPro sucks with BSP), the only thing we can do is keep levels to a reasonable polycount. I wouldn't say you've reached that yet though Grismald
. 12,000 poly's I'd say is pretty safe (you can probably go much higher, but I'd have to experiment), but if you're going to add tiny detail, then save a separate less detailed mesh that we can use for collision. The frame rate has a lot to do with the textures used as well.
And nice work mitchell, looks great. Keep in mind the height of the doorways though
. Depending on what scale that map is, the height of the doors looks a bit small. It may just be the scale, I don't know, I'm not making the map
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Grismald, cool looking level too
, looks very inspired by the Dust levels on CS. A few comments though, that wall along the edge of the slope on the right, it looks un-naturally thick
, considering the walls of the buildings are 5-6 times thinner. It looks like you haven't quite kept the same scale on that bit. Also the outer walls look a tad thick, and the big arch and bumpy bits along the top of the wall look a tad off :\. Maybe you should take them away, I don't know. Other than that looking great
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More tea Vicar?