Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Flipside on December 03, 2003, 06:24:14 pm
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Sorry to raise this again, I raised it in the New Build comments thread, but it was kinda busy and got missed.
I am finding that while PCS and Modelview is compiling the models just fine, FS2 crashes out at anything over about 9000 polys (assuming for first LOD, as I think there are models bigger than that already in 'whole').
I was wondering if there were any plans to even further increase our poly limits and let us have those 15k poly models we are all dreaming of ;) Well, some of us anyway :cool:
Thanks :)
Flipside :D
EDIT : Actually, forget about this, if I can't fit it in 9000 polys, I shouldn't be doing it anyway :D Keep forgetting, this is a Game, not a rendering engine ;)
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Wow 9000 polys? Just for a reality check, top WWII flight simuator IL-2 Forgotten Battles is accepting single engined fighters with a max of 3000 polys and around 3500-4000 polys for twin and four engined aircraft. The specs for its sequel double that to about 6000 polys for a single engined aircraft.
These things look unbelievable with near photorealistic qualities. What do you need 9000 polys for except for maybe a very serious capital ship. Efficiency should be prime concern.
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Agreed. A 3000-5000 poly fighter is a good target. I'd say the biggest problem right now is the lack of sharp textures. Any ship will look bad with bad texturing.
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you can in theory have as many poolys you want now
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Whoo hoo... my first post!... I'm having the opposite problem. All pof converters I've used; PCS/Cob2FS2/Modelview32, keeps crashing when converting my 11k poly starship. I can't get past the 9k barrier.
Anyone know of an updated COB converter that will ALLOW the CREATION of high polygon models?
What is the best converter for smoother models because my models keep looking crazy faceted, even though it looks great and smooth while in Truespace.
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If Bob's done his job right, it should handl 9k polys just fine. IL2 should be able to handle more than 3k--after all, I got 27k poly frigate working in Iwar2. :D
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I put 10k triangles mesh in an older ht&l build without problems, so it's strange that it's crashing at 9k, unless something in the engine changed.
I thought that the actual polylimit was around 25k triangles, that should be around 15k polys if untriangulized, or at least this is what phreak said here (http://www.hard-light.net/forums/index.php/topic,18694.0.html)
are those limits still actual or they changed again?
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Hmmmmm..... Could I Email the two POF files to a SCP person? One of them works at 8k polys, the other one crashes FS2 at 9105 polys?
Flipside :D