Too much polys?

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MandeRek
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Too much polys?

Post by MandeRek »

Train and i have a venator, and it had 8000 faces. I split the model in two, and reduced it to 3137 faces, but still, when trying to add in ZE, a crash!! I used the Rebel Cap's odf..

Is this polycount, or is the model just weird?

I used a lot of Filter Polygons, this doesn't mess up the model doesn't it? :?
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AceMastermind
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Re: Too much polys?

Post by AceMastermind »

The odf you used doesn't matter, as long as it's a prop odf then you're good, and 3137 tris will work also, so the problem must be with the model.
While using the Polygon filter be sure to inspect the geometry to keep certain things from collapsing and looking a mess, try splitting it into 4 pieces.
MandeRek
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Re: Too much polys?

Post by MandeRek »

I was talking about faces, in total. Just amount of polygons..

How can i find this messy part? Is there a way to undo it?
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AceMastermind
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Re: Too much polys?

Post by AceMastermind »

How many triangles does each piece contain?
A triangle is a polygon with 3 sides
A quadrilateral aka quad is a polygon with 4 sides....
MandeRek
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Re: Too much polys?

Post by MandeRek »

Weird?! Triangles is 6500, and faces 3137 or summin like that..

I'll split the model up again, before i lose any detail.. It's a capital though, is there a way to give 4 objects 1 health? I can't imagine you destroy the middle part and bye.. lol


Edit
Nope, doesn't work! Even 2021 triangles crash ZE.. I'll take the original model and split it in 10 parts then..
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AceMastermind
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Re: Too much polys?

Post by AceMastermind »

MandeRek wrote:.. It's a capital though, is there a way to give 4 objects 1 health? I can't imagine you destroy the middle part and bye.. lol
That looks like a LUA scripting job right there....*looks at Mav*
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Re: Too much polys?

Post by MandeRek »

I'll pm him :P

Thanks Ace, this topic can now be locked i guess!
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Re: Too much polys?

Post by Maveritchell »

AceMastermind wrote:
MandeRek wrote:.. It's a capital though, is there a way to give 4 objects 1 health? I can't imagine you destroy the middle part and bye.. lol
That looks like a LUA scripting job right there....*looks at Mav*
The easiest way to do it is just to kill every object that's part of the ship when one is destroyed, although that'll still leave four separate health bars (that's the way I'd do it anyway, though).

It wouldn't be difficult to make their health decrease at the same rate, though. Just set up a OnObjectDamage() function for the objects, and use GetObjectHealth() to find out its health and use SetProperty accordingly on all of the other objects. I'm pretty sure something similar is already set up in space .luas; it's what they use to give all the pieces of cap ships one shield.
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