Author Topic: OT- quick, general question  (Read 1411 times)

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Offline Stryke 9

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OT- quick, general question
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...

 

Offline an0n

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OT- quick, general question
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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Offline vyper

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OT- quick, general question
Depends on the speed of the GPU rendering it.
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Offline phreak

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OT- quick, general question
im seeing smoke already...
Offically approved by Ebola Virus Man :wtf:
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Offline RandomTiger

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OT- quick, general question
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.

 

Offline Stryke 9

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OT- quick, general question
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...

 

Offline an0n

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OT- quick, general question
You do know that most 3D programs have an Optimize modifier right? Just optimize it down a few thousand polys.
"I.....don't.....CARE!!!!!" ---- an0n
"an0n's right. He's crazy, an asshole, not to be trusted, rarely to be taken seriously, and never to be allowed near your mother. But, he's got a knack for being right. In the worst possible way he can find." ---- Yuppygoat
~-=~!@!~=-~ : Nodewar.com

  

Offline Stryke 9

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OT- quick, general question
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