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FPSC Classic Models and Media / Limit to polygons?

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Person99
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Posted: 9th Apr 2007 04:25
I have a quick, simple question. Is there an actual limit to the amount of polygons you can use in a model in FPSC, or can it just cause performance issues?

And here are some pointless emotes that I have no idea why I am putting here:

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RedneckRambo
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Posted: 9th Apr 2007 05:27
I'm not 100% sure but I believe just performance issues. It's like a 90/10 Leaning towards performance only.

Bloodeath 6 6 6
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Posted: 9th Apr 2007 06:17
Uhm kind of both, but if you make a model with like 40k polys, itll just crash fpsc, so there is a limit, and you'll know once you reach it, but mainly if its not all in one model its just for performance issues

You'll Know When You See It.

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FredP
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Posted: 9th Apr 2007 06:35
The limit for a direct x model is less than 10000 polys.
Nine and some odd thousand...I don't know the exact number.
You want your models as low poly as possible.
The only exceptions are possibly weapons and characters and you would still want them to be 3000-4000 polys max.
The key to making any level in FPSC as smooth as possible is to keep the amount of polys low.

Person99
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Posted: 9th Apr 2007 07:51
Oh, I was talking about like 2000-3000 polygons, no computer for a while will be able to handle 10k real-time polygons simulating.

The only thing that will come close is Star Wars: The Force Unleashed, which will take quite a simulation to handle the DMM technology there.
I don't think even Poser 5-6 models go that far.

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tyrano man
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Posted: 9th Apr 2007 21:47
Tonnes of stuff I know have over 10k models; they just have a better engine.

Fred where did you hear that; Iv'e used a model that was 12k poly as a directX before; so i dont know what your on about.
Tyrano


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vorconan
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Posted: 9th Apr 2007 22:19
In Quake 4 for the Xbox 360 there is a boss at the end which has approximately 1,000,000 polygons, and not to mention the henchmen around him, the texture detail and the surroundings.

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tyrano man
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Posted: 9th Apr 2007 22:48
yer in dead rising each zombie has 20k polys; and there are ussually 300+ of them on screen.

Thats 6,000,000 polys if my maths is up to scratch


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Locrian
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Posted: 9th Apr 2007 23:08 Edited at: 9th Apr 2007 23:12
We're just makin wittle games though guys >.<


Back on track though, weapons, say dual wield, 5k or under. Characters maxed in the 4k range. Maybe 5k if it's like a boss scenario. Try and nickel and dime the surrounding as much as possible. Much of an area can be done letting the textures take the heat. Try and take as many of your items as you can and use the TGC supplied segment maker and make your static entities segments. This will help with polygon render bleeding* that can occur.

*(Thats where to fpsc your rendering polygons behind the entity like the camera was seeing them. Segments help curb this to an extent.)

tyrano man
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Posted: 9th Apr 2007 23:12 Edited at: 9th Apr 2007 23:12
Quote: "We're just makin wittle games though guys >.<"

We know loc we were just responding to:
Quote: "no computer for a while will be able to handle 10k real-time polygons simulating"


It is obvious you cant do so with FPSC


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Person99
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Posted: 9th Apr 2007 23:49 Edited at: 9th Apr 2007 23:50
Ah. I just checked the polygons on Quake 4, the end brain thing was 8,931 polys, the first boss you fight was 5,435.

1,000,000 polygons would be something you'd see on a 4k projector.

I tried a direct X model renderer (Simple game testing tool, tests textures, bump and normal maps, and models.), first a sphere at 2000, no problem, 10,000, no problem, then 30,000, no problem, then eventually a 65,000 polygon sphere caused it to crash.

I then tried it in 2 others, and they also crashed.

My guess is the limit is in the 60k area.

Quote: " You want your models as low poly as possible. "


No I don't.
You can clearly see a low-poly model's seams, and low-poly models affect shadows, normal maps, texture maps, UVs, ect.

The true process of evolution, from dumbest to smartest.
Single-cell organism, multi-celled organism, human, dog, rock, (1 septillion things), cat.
tyrano man
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Posted: 10th Apr 2007 11:36
Quote: "just checked the polygons on Quake 4, the end brain thing was 8,931 polys, the first boss you fight was 5,435."

thats for computer; we were talking about X-box 360; where the graphics are better.


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Person99
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Posted: 14th Apr 2007 10:00
For the 10 minutes you get to use it, then it goes up in flames and burns a hole in the floor.

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tyrano man
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Posted: 14th Apr 2007 11:00
what was the point in bumping this? You already had your answer


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