Quote: "you wont get anywere if you try to anamate it in milcshape becose the x exporter atomaticly turns it into limb anomation, witch looks terable"
both exporters, will faithfully export skin&bone animation that is usable in DBP.
Quote: "a avarage new cheep computer will run about 150k to 200k polys. there is rilly no point making games with less than this. just find the limit of your computer. theres a program to test this on this form somwere."
Been through this many many times before with others, really should've had my post about polycounts stickies long ago imo
Alright let's say you're graphics card is a GeForce 6200 or X300, this means you will have roughly 25million polygons per second TnL + Shaders (basic 1-pass Shader 2.0). You want to make sure your game runs at the monitor refresh rate (game standard is 60fps, for 60Hz)
So that means you have ~415,000 polygons you can have populating the scene at any given time. You have to budget this accordingly, in order for you to keep that 60fps so that the game remains smooth. If you waste 200,000 of them on the main character; then that leaves you with only another 215,000 with which to create a believable world and other characters.
To me that seems like poor budgeting, and even worse modeling; given the whole idea behind game modeling is to be as frugel as possible to pack in the most detail. It's all about providing the illusion of detail where none exists..
It's all simple math really.