| Poly Amount [message #326757] | 
			Fri, 18 April 2008 21:52   | 
		 
		
			
				
				
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						Gen_Blacky
						 Messages: 3250 Registered: September 2006 
						
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					General (3 Stars)  | 
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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 ?
		
		
 
   
		
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			| Re: Poly Amount [message #326773 is a reply to message #326757] | 
			Sat, 19 April 2008 01:11    | 
		 
		
			
				
				
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						LR01
						 Messages: 842 Registered: April 2006  Location: The Netherlands
						
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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...
		
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			| Re: Poly Amount [message #326832 is a reply to message #326757] | 
			Sat, 19 April 2008 12:46    | 
		 
		
			
				
				
				
					
						  
						cnc95fan
						 Messages: 1261 Registered: July 2007 
						
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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
		
		
		
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			| Re: Poly Amount [message #326868 is a reply to message #326757] | 
			Sat, 19 April 2008 20:09    | 
		 
		
			
				
				
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						Veyrdite
						 Messages: 1471 Registered: August 2006  Location: Australia, Sydney
						
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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] Report message to a moderator  
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			| Re: Poly Amount [message #326969 is a reply to message #326907] | 
			Sun, 20 April 2008 14:33    | 
		 
		
			
				
				
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						saberhawk
						 Messages: 1068 Registered: January 2006  Location: ::1
						
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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)
		
		
		
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			| Re: Poly Amount [message #327037 is a reply to message #327036] | 
			Mon, 21 April 2008 07:46    | 
		 
		
			
				
				
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						Jerad2142
						 Messages: 3826 Registered: July 2006  Location: USA
						
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		[quote title=Jerad2142 wrote on Mon, 21 April 2008 08:44]Renx wrote on Sat, 19 April 2008 23:30130k 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 15:33You 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.
		
		
 
  
Visit Jerad's deer sweat shop
		[Updated on: Sat, 20 January 2024 13:59] Report message to a moderator  
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			| Re: Poly Amount [message #327195 is a reply to message #327037] | 
			Mon, 21 April 2008 23:43    | 
		 
		
			
				
				
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						saberhawk
						 Messages: 1068 Registered: January 2006  Location: ::1
						
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		[quote title=Jerad2142 wrote on Mon, 21 April 2008 16:46]Jerad wrote on Mon, 21 April 2008 08:44Renx wrote on Sat, 19 April 2008 23:30130k 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 15:33You 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 Report message to a moderator  
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			| Re: Poly Amount [message #327497 is a reply to message #327437] | 
			Wed, 23 April 2008 15:30    | 
		 
		
			
				
				
				
					
						  
						HeavyX101- Left
						 Messages: 633 Registered: April 2008  Location: WindowsJail=ZipFolder
						
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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 #327513 is a reply to message #327509] | 
			Wed, 23 April 2008 16:13    | 
		 
		
			
				
				
				
					
						  
						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.
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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.
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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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