Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Beowulf on January 28, 2004, 11:20:48 am

Title: Polly Problem!
Post by: Beowulf on January 28, 2004, 11:20:48 am
Okay coders. Any suggestions on responsible polly limits for missile turrets? Keep in mind I'm asking about large turrets, so they will eat them at the expense of other weapons. Figure about two or three per destroyer.


~Beowulf
Title: Polly Problem!
Post by: Bobboau on January 28, 2004, 11:26:16 am
targetting HTL, I'd say 300-500 for very large turrets (wich there would be fewer than... say, 5 of on a ship, and only one texture)
Title: Polly Problem!
Post by: kasperl on January 28, 2004, 11:29:13 am
bob, is there a difference between one tiled texture and a UVmap?
Title: Polly Problem!
Post by: Bobboau on January 28, 2004, 11:34:43 am
nope, so long as only one texture is used, the current system won't care (though, in the future we may start useing index buffers wich would mean that haveing as many verts with the same UVs and normals as posable would yeild somewhat faster rendering)
Title: Polly Problem!
Post by: Beowulf on January 28, 2004, 12:55:14 pm
Thanks.
Title: Polly Problem!
Post by: kasperl on January 28, 2004, 01:00:26 pm
btw, as i said in the model thread, if you UV map that turret, i would love to try some texturing on it.
Title: Polly Problem!
Post by: Beowulf on January 28, 2004, 04:45:47 pm
Quote
Originally posted by kasperl
btw, as i said in the model thread, if you UV map that turret, i would love to try some texturing on it.


You want the one there? I was going to get rid of the missile indents and see if I can rid a few more polys. I'll post it within the night.