Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: Stryke 9 on September 28, 2002, 02:52:46 pm
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Not sure if this is source code or modding or here. I've got a ship, supercap for TAC, and I think it might have gone over a bit. What I'm wondering is, without a poly limit to the game, will most processors be able to handle a ship with about 303052 verts (can't count the polys, and it's going to go up 50 thou or so) without getting bogged down? I don't wanna cut it up, but...
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Think how fast your 3D program would run with 6 of them moving about in a pre-render animation and while playing FS2.
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Depends on the speed of the GPU rendering it.
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im seeing smoke already...
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Even if we modified the source code to have any vertex count you like you have to remember that the FS2 engine is hardly optimal.
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True. But considering how the ship's a cruiser over 4k in length and practically a flying city, I don't think there need be more than one at a time.
I guess I could remove the substructuring and keep it out of missions with the REALLY big ships, see what happens...
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You do know that most 3D programs have an Optimize modifier right? Just optimize it down a few thousand polys.
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It's got one, but I shudder to think of what I've seen it do to complex meshes. Anyway, there are some things which the ingame could do without.
BTW: The count is now 503720. And counting. :D