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FPSC Classic Models and Media / Poly counts and speed

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Cut scenes
18
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Joined: 12th Jul 2006
Location: Never leave your back to a door...
Posted: 25th Aug 2006 02:23
i am trying to make a game with like 30 people onscreen at once and i have 2 questions
1 what is a realistic number fpsc could do
2 if i cut down the polys to below 100 would it be worth it like does the engine run in a way that that would make a difference? or would i be able to add like only one more guy
Mr Love
19
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 25th Aug 2006 02:42
I think You can have 30 People onscreen a 200-500 polygons not more... Many entitys and building-segments are important for the speed as well...


I want to see a FPSC Professional! And lets make it REALLY expensive this time......
Cut scenes
18
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Posted: 25th Aug 2006 03:01
Thanks a lot im working on a 300 poly model right now
Locrian
19
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Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 25th Aug 2006 03:55
Good luck man. I'd have to belive a 300 poly person would look like a "rock'um'sock'um'robot". Unless the 30 people are on a level thats unaccessable and you cant get that close to them.

OK think about it like this too: people say like 7 dynamic characters max at one time in view. On average the FPSC chars are 2000 tris. Thats 14,000 dynamic tris and 7 scripts running these. If by some chance you can get a dynamic char down to 300, thats only 9000 dynamic tris minus any others you may have around. The problems going to the 30 scripts all running in this area. Somewhere in this forum Merrvano's talked about how bad FPSC deals with the scripts and how thats a major problem with the lag.

I could be mis-quoting Merrvano but I'd do some serious research prior to making 30 dynamic chars.

Maybe try some small item and make it a char like the statue is in that entity editor from TGC video.
Cut scenes
18
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Posted: 25th Aug 2006 04:14
look i get the char thing but i can make a semi decnt model that is about 3 or 4 hunderd polys but i cant show it till sunday night because i have an emmense amount of home work and itll take all weekend
the inovator
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Joined: 21st Jun 2006
Location: virginia
Posted: 25th Aug 2006 06:03
personally i think a 300 to 400 poly character would be about as convencing as pong. but maybe if it were a small (very small) cat with only one ear, no tail, one eye, and keep its mouth closed so it doesnt let out any extra polys you may be ok lol lol. just kidding actually im kind of interested in seeing this character myself good luck.
Locrian
19
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Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 25th Aug 2006 08:10
Me too Inovator. I mean Bond and myself do fairly good low poly characters and were both still in the 12-1800 range for something pretty plain. Not sure where D13 rings in....but regardless, If ya have to few polys they don't bend worth a crap...to many binds the engine......it's a fine line to walk....

Anxious to see his solution...
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18
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Posted: 25th Aug 2006 23:40
i just started it itll be done either sunday or onday because im gone all day tomorrow
Gangsta Gamesta
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Posted: 26th Aug 2006 00:56
wow sounds hard to make >.> a whole 300 polys welp add a block for the head and rectangle for the body and just pretend it has arms and legs and uhm no cylinders can be used >.>

good luck but it doesnt seem to possiable to make it actually look like a person >.>


make em robots

- G 2x
Cut scenes
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Posted: 26th Aug 2006 03:59 Edited at: 26th Aug 2006 04:07
im setting him up in a wierd way he will look hopefully like a psp charccter
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Posted: 26th Aug 2006 04:06 Edited at: 26th Aug 2006 04:09
im might to release him free when hes done but not textured cause im using him in a commercial game and i dont want 2 games to have the same model
also he'll not be animated as i dont know how to animate characters yet and i dont know if hell animate well
im sorry i havent even started yet but i know these things bc he was a concept i had and threw out a while ago but i think i can make him better
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Posted: 26th Aug 2006 16:06
im working on 3 games right now and i was wondering how many higher poly characters the engine could take cause i want 11 dudes onscreen for this other game u think itd work
Gangsta Gamesta
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Posted: 26th Aug 2006 18:38
just try to keep the models looking decent and as low poly as u can its always nice for the game to run fast unstead of stretching its limits. and ive got a story for u...



ok i play counter strike cz well ive noticed back a while ago that the guns looks wayyyyyy less detailed on the enemy and teammate and the ground.. yes it still has that nice texture that makes it look good. but what you could do is something like that have what the player is holding detailed as crap but everything else not. and as long as you do a wonderful texture job those low poly characters could turn out nicely i would also like to make characters for my games but i have no clue how to get them ingame it takes alot i guess for the animations...but u could help me there

- G 2x
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Posted: 27th Aug 2006 19:30
sorry i cant help there i dont know how to animate them or make them fpsc ready sorry i havent yet had a model good enough to learn that sorry
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Posted: 27th Aug 2006 19:53
should i make him barefoot or shoe wearing?
i cant decide
Screwed Over
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Posted: 27th Aug 2006 20:29
ive done some rough thinkin and the guyll be just under 500 polys
Screwed Over
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Posted: 27th Aug 2006 20:31
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Posted: 27th Aug 2006 21:20
3/4 done
uhhhhhhhhhhhhhh
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Posted: 28th Aug 2006 00:44 Edited at: 28th Aug 2006 00:48
done
496 POLYS YEAAAAAAAAA!!!!
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Posted: 28th Aug 2006 00:46
screenie 1

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Posted: 28th Aug 2006 00:47
screenie 2

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Posted: 28th Aug 2006 00:53 Edited at: 28th Aug 2006 00:57
im gonna release him free but i need butter fingers help and he wont be textured or animated cause i cant do that sorry butter fingers uses maya like i do and and he could set him up
and comments welcome
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Posted: 29th Aug 2006 04:32
i think i made an ok person for under 500 polys

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