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FPSC Classic Product Chat / how do i properly use the count polygons tool?

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gorba flamingo
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Posted: 25th Mar 2009 05:24
the one in the fpsc folder, ive tried running it by itself, funning it with a level loaded in fpsc, and having a test level open.

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Apple Slicer
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Posted: 25th Mar 2009 05:42
The count polygon tool I think is auto run when you run your test games. Its that yellow text on the bottom of the screen...
Plystire
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Posted: 25th Mar 2009 05:47
I wonder why Lee would use an external .exe for that when he already has "statistic(1)", a DBP command that returns the number of polygons used to render the current scene.

I do notice, though, that earlier versions of FPSC (such as V1.07) didn't have that exe in the FPS Creator folder.


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gorba flamingo
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Posted: 25th Mar 2009 06:33 Edited at: 25th Mar 2009 06:43
i done get it, allpolys kept changing to what was rendered, and its rendering a lot even though i'm stairing at a wall with nothing behind it
wat part is all the polys in the map

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Apple Slicer
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Posted: 25th Mar 2009 06:36 Edited at: 25th Mar 2009 06:36
Quote: "a ot ehev though ik
"

I can't read your post...
gorba flamingo
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Posted: 25th Mar 2009 06:43
edited

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Apple Slicer
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Posted: 25th Mar 2009 06:53
Okay...I think I know what you're asking. lol.

Why does it say there is so many polygons when all I have is a wall with nothing behind it?


I asked this in another thread, and think I know why...

if this is what you're asking.
Plystire
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Posted: 25th Mar 2009 06:55
Well... what's the polycount on that gun?

Also, remember, FPSC isn't perfect, it may be rendering things other than those directly in view.


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Apple Slicer
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Posted: 25th Mar 2009 06:57 Edited at: 25th Mar 2009 06:57
Damn Plystire you beat me to it! lol. jk

That, and the skybox's polygons, and I think even the player too, since, supposedly you are an invisible floating ball...
gorba flamingo
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Posted: 25th Mar 2009 06:59 Edited at: 25th Mar 2009 06:59
no

im trying to find out the polycount of my ENTIRE map.


the whole wall thing is my 2 cents towards fpsc's inabilit to render things in an out of view

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Plystire
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Posted: 25th Mar 2009 07:02
Just the map? Like, exclduing dynamic entities, player, etc? Only the segments and static entities? If that's what you want, why not grab the universe.dbo file from the testgame folder, load it into another program and find out the polycount from there.

Why are you wanting to know this? Out of curiosity


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Apple Slicer
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Posted: 25th Mar 2009 07:02 Edited at: 25th Mar 2009 07:03
Oh.. I see what you're saying now.

But now, I have a question for you, why do you WANT to know the poly count of your map. It doesn't really matter because fpsc consistently unloads the polys as you go...
Apple Slicer
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Posted: 25th Mar 2009 07:03
Yet again, [b]PLYSTIRE you beat me to it!!!!!![/b]
gorba flamingo
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Posted: 25th Mar 2009 07:11 Edited at: 25th Mar 2009 07:15
among other reasons i want to see the average poly count of all static things in my level, including segments. and i want to compare it to what i have been told is the poly count of the entire level that someone else made with fpsc. i also want to see how much of a difference 2d segments make. for example making the floor out of a 2d cube. 4 polys instead of 12. per tile.
has anyone tried that? my worry is things will fall through the floor.

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Plystire
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Posted: 25th Mar 2009 07:41
I don't think the physics system will take kindly to flat objects such as a plane.


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