Model poly counts? -1 reply

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|AXiN|

Liebstandarte

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17th April 2004

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#1 15 years ago

I've just started looking at a new thing for modding A2, and I was wondering what people thought the maximum polys for ships should be.

I noticed over in the p90 forums that they've set 2500 polys as the max for their superships like the SSD, but I was wondering how many polys people (particularly MaP) thought would be suitable.

I'm thinking of having a single large ship and a bunch of smaller ones, with probably numbers being 1-4 big ships total, and as many as 800 smaller ones flying around at once on larger maps.

Opinions?




Major A Payne

The 6th Day

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7th August 2002

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#2 15 years ago

Axin. You may find that any model is used more on resource cost, build times and the units usability.

To put this a little simplier. I tend to use the following guide based on my own PC specs more than anything else which are:

- Win XP Pro supported by: - P4 3.0ghz (HT supported) - 2gb DDRam (running at around 300mhz) - 256mb GeForce4 graphics card (screen resolution and ingame resolution both set to 1280*960) - Creative Labs 5.1 dolby surround with full speaker compliment. - All latest drivers and updates (but no service pack 2 installed)

From this I know I can use much higher than average poly counted models without to much lag. However, I tend now, to stick to the following guide (and please remember thats all it is, a guide):

Station - Turrets: As a mass producable unit these need to be fairly low, so I tend to stick under about 900 polys. - Research: Normally only one of each is built so I allow for around 3000 polys max. - Shipyards: You wouldn't build a stack of these so you could allow for about 2500 polys. Although if you can achieve the same amount of graphical quality with a lower amount of polys then go for it. - Starbases: Due to the strength of these units you could have a much higher poly count (I've seen and used stations up to around 10,000 polys), so its down to experimenting.

Ships Technically the higher up the build table a ship is, the higher the poly count you should be able to use. - Battleships (sovereign, Negh'var etc.etc): My own preference for my mod is around 2500, but my own build times are longer than average. - Cruisers (Akira, Steamrunner, Vorcha): Around 1500 polys. - Destroyers (Sabre, Br'el): Around 1000 polys. - Scouts: Around 800 polys.

Remember though that these are the amounts I tend to try to build my models to because of my hardware specs. Not everyone is going to have the same style of hardware, so the best answer is to go with what you prefer and you know your pc can handle.




|AXiN|

Liebstandarte

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17th April 2004

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#3 15 years ago

Well, the structure I'm thinking of doing is reminiscent of that Voyager Mod that was around for a while - A capital ship instead of a base, and a bunch of smaller ships running around doing the firefights.

My structure at this point is:

Capital ship - starbase, moves ala 8472 Mothership, builds ships Remote resource collector + resource controller - work like the 8472 resource collection system, ie both are mobile bunch of small craft - actual combat craft

The idea is that to do in a capital ship is extremely difficult, but they can engage each other on relatively equal terms.

The reason I raised the poly question is that one model I'm looking at using for a capital ship has 5856 verticies and 3203 faces, while some of the smaller ships I'm looking at have between 1000 and 2000. While I'm sure my system could handle it (AMD 3200+, 1gb ram, 9800pro) I'm not sure about anyone else.




reaper617

Only in death does duty end

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25th September 2007

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#4 15 years ago

actually, ive found stations cant go above 2000 polys




Sherman2

Meh

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30th October 2004

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#5 15 years ago

MajorPayne Where can I find Studio Max?




reaper617

Only in death does duty end

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25th September 2007

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#6 15 years ago

? search google!




Major A Payne

The 6th Day

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7th August 2002

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#7 15 years ago

Dragon_Master. What makes you say that?? My Nemesis refit shipyard for BI:VR is around 5000 and it runs fine.




reaper617

Only in death does duty end

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25th September 2007

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#8 15 years ago

well my Orion Base wont run for some strange reason, its the one giving me the swap file error everytime i go to run A2




Major A Payne

The 6th Day

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7th August 2002

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#9 15 years ago

Hmmmm, thats wierd. Strictly speaking the only time I've ever seen this kind of error is because of a missing " in the odf files for the unit.




reaper617

Only in death does duty end

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#10 15 years ago

it was working fine then bam! the game suddenly quit with a swap file, but i fixed the prob so no worries