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Poly Amount [message #326757] Fri, 18 April 2008 21:52 Go to next message
Gen_Blacky is currently offline  Gen_Blacky
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Ok I have two questions whats the recommend amount of polys for a map and whats the max.

Is there a way to reduce the amount of poyls in a object without loosing its shape ?


http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Poly Amount [message #326773 is a reply to message #326757] Sat, 19 April 2008 01:11 Go to previous messageGo to next message
LR01 is currently offline  LR01
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the recommend? well, I thought WW maps are 20,000, but as also for max, well there is max amount you can use en LE but I don't know that.
How much can the renegade player's computer handle these days?

and try optimize, if you de it well, it should get you a nice result


Moding can be real Fun...
Re: Poly Amount [message #326807 is a reply to message #326757] Sat, 19 April 2008 10:11 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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most people computer now days can handle 200,000 ploys but i think renegade engine can handle 30,000.

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Poly Amount [message #326809 is a reply to message #326757] Sat, 19 April 2008 10:12 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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Ever played rp2?

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Re: Poly Amount [message #326812 is a reply to message #326757] Sat, 19 April 2008 10:33 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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i guess that recommend poly amount cause i seen maps with almost a million polys.

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Poly Amount [message #326825 is a reply to message #326757] Sat, 19 April 2008 11:59 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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30,000 polys PER MESH. RP2 will most likely split each large mesh into several smaller ones to make the engine accept it. A single mesh of over 30,000 (ish) polys will crash the engine as soon as it's loaded.

http://steamsignature.com/card/1/76561197975867233.png
Re: Poly Amount [message #326828 is a reply to message #326757] Sat, 19 April 2008 12:21 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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o ok , thanks that helps a lot

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Poly Amount [message #326831 is a reply to message #326757] Sat, 19 April 2008 12:35 Go to previous messageGo to next message
Stefan is currently offline  Stefan
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i once put a 500.000 polygon model ingame Satisfied it was untextured, that's why it didnt crash the game i guess.

je m'appelle ohnoes!

[Updated on: Sat, 19 April 2008 12:35]

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Re: Poly Amount [message #326832 is a reply to message #326757] Sat, 19 April 2008 12:46 Go to previous messageGo to next message
cnc95fan is currently offline  cnc95fan
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It's not the maximum, but it's whats recomended. OWA sent me this list a few days ago-
Characters: 4000
Vehicles: 3000 - 5000
Buildings Exterior: 5000
Buildings Interior: 5000
Static objects/map objects: 2000 max
Re: Poly Amount [message #326868 is a reply to message #326757] Sat, 19 April 2008 20:09 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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The renegade engine (W3d engine) can handle more polygons than the Unreal3 (hundreds of thousands) engine, but unfortunately can't handle them with any sort of texturing. Also note that when textures are applied the lighting also gets more complex, another let-down of the engine.



WOL: Veyrdite Previously: Dthdealer ( a long time ago )

[Updated on: Sat, 19 April 2008 20:09]

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Re: Poly Amount [message #326875 is a reply to message #326757] Sat, 19 April 2008 22:30 Go to previous messageGo to next message
Renx is currently offline  Renx
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130k poly model, one of the most detailed ever made for Renegade

http://www.renegadeforums.com/index.php?t=msg&goto=71591&rid=735


~Canucck

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Re: Poly Amount [message #326907 is a reply to message #326757] Sun, 20 April 2008 04:59 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Indeed, but the model has multiple meshes, hence why it does not crash the engine.

http://steamsignature.com/card/1/76561197975867233.png
Re: Poly Amount [message #326969 is a reply to message #326907] Sun, 20 April 2008 14:33 Go to previous messageGo to next message
saberhawk
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You can have 65535 vertices per-mesh at the most (technical limit, models are indexed data, the indices are 16 bit integers)
Re: Poly Amount [message #327036 is a reply to message #326875] Mon, 21 April 2008 07:44 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Renx wrote on Sat, 19 April 2008 23:30

130k poly model, one of the most detailed ever made for Renegade

http://www.renegadeforums.com/index.php?t=msg&goto=71591&rid=735

Funniest thing I have read all day.


Re: Poly Amount [message #327037 is a reply to message #327036] Mon, 21 April 2008 07:46 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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[quote title=Jerad2142 wrote on Mon, 21 April 2008 08:44]Renx wrote on Sat, 19 April 2008 23:30
130k poly model, one of the most detailed ever made for Renegade

http://www.renegadeforums.com/index.php?t=msg&goto=71591&rid=735
Funniest thing I have read all day.

Saberhawk wrote on Sun, 20 April 2008 15:33
You can have 65535 vertices per-mesh at the most (technical limit, models are indexed data, the indices are 16 bit integers)
Basically if you took a plane and gave it 65535 vertices and exported it, it would work. If you gave it 65536 it would crash the game, but it you broke it in half, into TWO meshes and then exported it would work again.


[Updated on: Sat, 20 January 2024 13:59]

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Re: Poly Amount [message #327195 is a reply to message #327037] Mon, 21 April 2008 23:43 Go to previous messageGo to next message
saberhawk
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[quote title=Jerad2142 wrote on Mon, 21 April 2008 16:46]Jerad wrote on Mon, 21 April 2008 08:44
Renx wrote on Sat, 19 April 2008 23:30
130k poly model, one of the most detailed ever made for Renegade

http://www.renegadeforums.com/index.php?t=msg&goto=71591&rid=735
Funniest thing I have read all day.

Saberhawk wrote on Sun, 20 April 2008 15:33
You can have 65535 vertices per-mesh at the most (technical limit, models are indexed data, the indices are 16 bit integers)
Basically if you took a plane and gave it 65535 vertices and exported it, it would work. If you gave it 65536 it would crash the game, but it you broke it in half, into TWO meshes and then exported it would work again.

You wouldn't be able to export 65536 vertices. Best case, it references vertex 0 instead of 65536, worst case it crashes the exporter.

[Updated on: Sat, 20 January 2024 13:59] by Moderator

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Re: Poly Amount [message #327208 is a reply to message #326757] Tue, 22 April 2008 00:59 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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I think the limit on alpha blended meshes is somewhere around only 5000 polygons also, so getting something on a large scale that has alot of blending is a huge task. Roleplay 2 of course i split all blended meshes to below 5k, the rest of it is just seperated enough that it wont lag most people.
http://i175.photobucket.com/albums/w125/Blaze558/Rp2polygons.jpg
Thats the rp2 in current state and thats excluding everything added from level edit. Our current tests run at great fps.


http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg
Re: Poly Amount [message #327404 is a reply to message #327208] Wed, 23 April 2008 07:50 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Blazea58 wrote on Tue, 22 April 2008 01:59

I think the limit on alpha blended meshes is somewhere around only 5000 polygons also, so getting something on a large scale that has alot of blending is a huge task. Roleplay 2 of course i split all blended meshes to below 5k, the rest of it is just seperated enough that it wont lag most people.
http://i175.photobucket.com/albums/w125/Blaze558/Rp2polygons.jpg
Thats the rp2 in current state and thats excluding everything added from level edit. Our current tests run at great fps.

I still want to know how to get that counter up.
(And yes about 5000 sounds right, I will see if lowering how many polygons on level 12a have alpha blend applied to them will fix the texture flickering or not).


Re: Poly Amount [message #327437 is a reply to message #326807] Wed, 23 April 2008 09:12 Go to previous messageGo to next message
The Executor is currently offline  The Executor
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So which is better? Do you want more or less polys and why?

Imperial Class Super Star Destroyer
http://l.yimg.com/us.yimg.com/i/us/wrlds/strwrs/gr/hdrs/super-star-destroyer-1.jpg

Quote:

"Fear will keep these systems inline, fear of this battle station!"

-Grand Admiral Moff Tarkin



Re: Poly Amount [message #327497 is a reply to message #327437] Wed, 23 April 2008 15:30 Go to previous messageGo to next message
HeavyX101- Left is currently offline  HeavyX101- Left
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Blazea58 u use renx for making models for rp2 ? it might be easier to use 3ds max 8 i recommand gettign that

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Re: Poly Amount [message #327499 is a reply to message #326757] Wed, 23 April 2008 15:32 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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3ds max does not have rentools that renx has , but you can always export as .3ds and import into renx.

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Poly Amount [message #327502 is a reply to message #327499] Wed, 23 April 2008 15:46 Go to previous messageGo to next message
HeavyX101- Left is currently offline  HeavyX101- Left
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Colonel
http://renhelp.net/downloads/W3D_Exporter.zip
+W3D exporter
+W3D tools
+W3D texturer
http://renhelp.net/downloads/W3DImporter2.zip
+ W3D importer


well that is what u need to make 3ds max 8 work for renegade Smile


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Re: Poly Amount [message #327506 is a reply to message #326757] Wed, 23 April 2008 16:01 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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That might have been handy when he first started it, but I don't think exporters are 100% reliable due to the fact that they CAN screw things up.

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Re: Poly Amount [message #327509 is a reply to message #327208] Wed, 23 April 2008 16:04 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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Blazea58 wrote on Tue, 22 April 2008 02:59

I think the limit on alpha blended meshes is somewhere around only 5000 polygons also, so getting something on a large scale that has alot of blending is a huge task. Roleplay 2 of course i split all blended meshes to below 5k, the rest of it is just seperated enough that it wont lag most people.
http://i175.photobucket.com/albums/w125/Blaze558/Rp2polygons.jpg
Thats the rp2 in current state and thats excluding everything added from level edit. Our current tests run at great fps.


I'm actually impressed at how well RP2 runs on the W3D engine. Usually anywhere on the map you are rendering 50,000+ polygons in the regular draw distance, plus dozens of high-resolution textures.
Re: Poly Amount [message #327513 is a reply to message #327509] Wed, 23 April 2008 16:13 Go to previous messageGo to previous message
HeavyX101- Left is currently offline  HeavyX101- Left
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Canadacdn wrote on Wed, 23 April 2008 18:04

Blazea58 wrote on Tue, 22 April 2008 02:59

I think the limit on alpha blended meshes is somewhere around only 5000 polygons also, so getting something on a large scale that has alot of blending is a huge task. Roleplay 2 of course i split all blended meshes to below 5k, the rest of it is just seperated enough that it wont lag most people.
(lol u kno the picture)Thats the rp2 in current state and thats excluding everything added from level edit. Our current tests run at great fps.


I'm actually impressed at how well RP2 runs on the W3D engine. Usually anywhere on the map you are rendering 50,000+ polygons in the regular draw distance, plus dozens of high-resolution textures.

i agree with u, it does not really matter if they make high graphic textures , they should make them like renegade does
it is related to renegade engine isnt it ?


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