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FPSC Classic Product Chat / polygon limit?

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UberXDominus
17
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Joined: 16th Jun 2009
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Posted: 19th Dec 2011 13:50
Hi,

I was wondering if anybody new the how many polygons a model could have before it could not get lightmapped within FPSC?

Thanks,
spudnick
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Joined: 30th Nov 2010
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Posted: 20th Dec 2011 00:03 Edited at: 20th Dec 2011 00:28
i beleive it is 40000
as when i made a model that exceeded that limit the model would cause fpsc to crash, but when was under the 40000 the model loaded,

but im not sure if models larger than 40000 can be loaded in this new version of fpsc,

So have a try above and below this figure and see how you get on

Edit whoops wrong figure, just re checked

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
JLMoondog
Moderator
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Joined: 18th Jan 2009
Location: Paradox
Posted: 20th Dec 2011 00:24
Why in the name of the TGCreators would you try to use a 300k+ poly object??

You can achieve more detail by using good textures and well made shader maps then any amount of polys can give you.

spudnick
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Posted: 20th Dec 2011 00:37 Edited at: 21st Dec 2011 23:27
my first 300k was for in another game engine, as i say i checked using fpsc and it is around the 40000 mark.

as for 300k poly's still is or was needed in my other game engine, as one can drive it and has all the slacks and rollers on the draw bridge of my landing craft, including steering wheel, life bouy' extra, any way it look verry realistic
anyway thats another story,

As you say Textures and light mapping is the main key in fpsc for making models look good when using low poly's

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
UberXDominus
17
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Joined: 16th Jun 2009
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Posted: 21st Dec 2011 15:00
Well, thanks for this. but it wasn't quite what I was looking for. I was thinking more a long the terms of lightmapping and casting shadows. I pretty sure that once you exceed a certain amount of polygons fpsc can't calculate the shadows it would cast, and I was looking for this number.



Uber

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