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3 Dimensional Chat / Castle wip

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Veronique
21
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Joined: 30th Aug 2004
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Posted: 24th Nov 2004 07:36 Edited at: 24th Nov 2004 07:37
this is just a wip of a simple castle im making
the goal is to keep the poly count low

there will come a small house and other stuff and the 2 big towers will be like the others in the top

the plan is it can be made for a small ctf map in any fps game

then there will be 2 castles and some open field between them.

im not a coder so i just start of with the 3d stuff..

total 2000 faces


Peter H
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Location: Witness Protection Program
Posted: 24th Nov 2004 07:39
not too bad...but i see no reason to keep it low poly...you might as well use some extra polys(but not too much!) and add the detail

"We make the worst games in the universe."

Gre4t
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Posted: 24th Nov 2004 07:40
It's looking pretty nice... but the exterior won't be the hard part... the interior will be.
Veronique
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Posted: 24th Nov 2004 07:41
Peter then i will try to keep the basic structur in low as i can and add the details on the gate and house and other stuff inside

how many faces is the limit for a game?
MikeS
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Posted: 24th Nov 2004 07:48
The limit is however many you can push, and it depends on your system. Also, the resolution of textures play a big role in your frame rates. If possible, you should not worry about polygon limits for now, but keep in mind that you'll want to write a good LOD system. This will ensure that only necessary polygons get rendered to the scene. For an entire castle though, I'd think 30,000 polygons would be a good place to stop in general, unless you can optimize it more yourself.



A book? I hate book. Book is stupid.
(Formerly known as Yellow)
Veronique
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Posted: 24th Nov 2004 07:52
i think 30000 sounds like alot when it is only used for a base for each team but ok i can make alot of details for 30k faces or less

i will go to bed and work on it tomorrow
dark coder
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Location: Japan
Posted: 24th Nov 2004 07:59
well for a scenery object like that depending on things id say 6,000 should be around about what you should be aiming for with most details

30,000 is just stupid you want to make every interlinking chain for the drawbridge :p


MikeS
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Posted: 24th Nov 2004 08:04
I'm not saying you have to, or that should be a limit. That's definitly a place where you should cap it off.

Here's some good places to look at what an LOD system would have.
http://www.gamedev.net/dict/term.asp?TermID=413 (Definition)
http://www.codefortress.com/pages/Impostors_pg1.html (General Idea)

Since I assume you'll be working with many objects, it may be a good idea to incorporate an LOD system with your project. That way you can have more polygons, and still have better performance.



A book? I hate book. Book is stupid.
(Formerly known as Yellow)

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