Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: mnftg64 on September 17, 2003, 07:17:23 pm

Title: Number of faces....
Post by: mnftg64 on September 17, 2003, 07:17:23 pm
is there a strict rule on the number of faces on a fighter. I read that you should stay blow 500, but will it simply not work if it has more?
Title: Number of faces....
Post by: Taristin on September 17, 2003, 07:24:27 pm
It may work... but the gameplay will be severly hamperred with bad Framerates...
Title: Number of faces....
Post by: mnftg64 on September 17, 2003, 09:13:39 pm
ok, one last question, is that for fighters, or fighters and capital ships also
Title: Number of faces....
Post by: Galemp on September 17, 2003, 09:49:02 pm
Capital ship polycounts can go into the thousands, for all subobjects, but that's acceptable because you don't see them in great numbers. Remember that there are always lots of fighters and bombers around, so if you have two wings of 1200 poly fighters that's 100,000 polygons. Not so good for an older engine.
Title: Number of faces....
Post by: Nico on September 18, 2003, 01:59:56 am
Quote
Originally posted by Raa Tor'h
It may work... but the gameplay will be severly hamperred with bad Framerates...


most OTT fighters have around 800 polys, and that changed nothing about the framerate ( on a athlon 900 and an old radeon 7200... ). But OTT dropped in framerate when I put the high res explosions anis, that's for sure :p ( that's why they were not default ).
So to sum up, 800 polys will do nothing coz, heh, that's what LODs are for, after all.
Title: Number of faces....
Post by: KARMA on September 18, 2003, 05:13:42 am
around 760-800 polys max per subobject in original fs2, around (iirc) 3000 in fs2open, 1000 polys x a fighter is acceptable in my opinion (if correctly LODed), but it's up to you
Title: Number of faces....
Post by: Flipside on September 18, 2003, 12:26:58 pm
At least until HT&L comes in for FS_Open ;)

Flipside :D