Just a thought. . .(onHowToInreasePolyLimitForPropModels
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Ace_Azzameen_5
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Just a thought. . .(onHowToInreasePolyLimitForPropModels
Just in case someone out here has not thought of this:IN swbf, if you have a model with over 2000 poly's that you want to use as a static prop, simply divide it into several static props that can be place by each other during map making.
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CarbineImpulse
RE: Just a thought. . .(onHowToInreasePolyLimitForPropModels
I think I read somewhere in another thread that SAT V suggested that the guidlines were simply that and not hard and fast maximum values for number of polys per prop, vehicle etc... (very sorry if it wasn't Sat who said this). All that being said thanks ace for the great suggestion. One little question that's probably really easy to answer, now would you recommend leaving the object (or object chunks) as is or do you still need to create low rez versions for the object at a distance. If so would this be done somehow by replacing the objects with one single one or would you have to create low rez versions of each individual chunck? I'm just tinking in terms of using the mimimum amount of processing power for that particular map.
One last thing and please don't let this change the topic of the thread, Ace your Avatar just appears as a grey square that pops up occasionally is this how it's supposed to be? (I'm assuming it's an animated gif)
One last thing and please don't let this change the topic of the thread, Ace your Avatar just appears as a grey square that pops up occasionally is this how it's supposed to be? (I'm assuming it's an animated gif)
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RE: Just a thought. . .(onHowToInreasePolyLimitForPropModels
Well it doesn´t make any difference if you have a single object with 2000 (or more) polygons or you have 10x200 polygons objects. The result will be the same. and as sat sayd before it´s a guidline not a restriction.
the restriction comes from your CPU and it will alarm you by low FRs.
the restriction comes from your CPU and it will alarm you by low FRs.
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Ace_Azzameen_5
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