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Home » Renegade Discussions » Mod Forum » *NEW* Silo interiors. (New Red Alert 2 model)
*NEW* Silo interiors. (New Red Alert 2 model) [message #-991860] Fri, 15 November 2002 17:00 Go to previous messageGo to previous message
Anonymous
quote:
Originally posted by Gernader8:
quote:
Originally posted by CyborgDC:
quote:
Originally posted by avroaero:
wow.... those are nice. btw whats the poly count. will u make a missle inside [Big Grin] .

*starts to walk away* GREAT JOB *takes off* [Big Grin]

Lets say over 10,000 interior only. ****!

Anyways polygons don't make lag. So when making model go all out.

Actually the amount of polys affect several things many people dont think about.
1. They effect load time on the map-Yes this is true, to my computer and my friends.

2. The game may not be able to keep track of them all-This is very true ,you may exprience invisible walls, objects, or even vehicles.

3. Lag- It does play a role in with the amount of lag, so do amount of detail in textures. I wish i could find the quote, but as Delphi (sp*) himself textures and polys do play a role in lag.

4.You do not need to go all out- it is very easy to produce very nice models with base line poly counts such as 2000 polys. I personaly follow that rule. The more low end models you make, the better you will become at creating high end models with low poly counts. Im sure there were many things you could have done to reduce the amount of polys in the interior.

5. I want to see a missle in that thing NOW. It does not have to exact, many nuclear warheads are tall and thin. [Wink]

Other wise good job.

1.I got 64mb graphic card and I feel no lag.
2.My loading time is no difference, loading time is how much harddrive space you have open.
3.No nuke for you. Me and Dante will have a talk about the nuke.
 
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