poly count -1 reply

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mikemckeon007

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14th January 2008

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#1 10 years ago

i have been doing some conversions from bridge commander and i just released the d-5 battlecruiser. a comment was left saying the poly count was to high. how do i reduce that? what is that and what does it do? i would also like to thank everyone who has helped me with all my questions.




Dan1025

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23rd February 2007

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#2 10 years ago

Yeah that comment was left by me, the poly count is how many seperate pieces a model is made of, the higher the poly count is on a model, the more processing power the game requires to make the model run ingame. This means that models with a very high poly count can cause severe lag ingame and even crashing if you have too many high poly models onscreen at once. One of the biggest problems with converting BC models to A2 is that a models poly count affects BC differently than A2, so a high poly model will not cause the same amount of lag in BC that it would in A2. There are a few ways to lower a models poly count, one way is to delete some of the models detail, another is to rebuild parts of the model with a lower poly moddelling program such as Milkshape 3D. I hope this explains my comment :)




mikemckeon007

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#3 10 years ago

ok that makes sense. what is a good number for the poly count? i will re-do it tonight




Dan1025

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#4 10 years ago

This is a useful poly guide I've seen several other modders use:

Stations - Max 5500 Turrets - 1100 Hero Ship - 3500 Battleship/Dreadnaught - 2700 Heavy Cruiser - 2000 (includes science) Light Cruiser - 1500 (includes frigate) Any other sort of cruiser-ish ship - 1800 Destroyer - 1100 Scout - 600 Fighter - 150 Construction Ship - 600 Mining Ship - 600 Cargo Ship - 600

For the D-5 I'd say somewhere between the light and heavy cruiser value.




Chiletrek

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8th August 2004

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#5 10 years ago

Hello: If it is not easy for you to rebuild parts of models, you may use in Milkshape3d a tool named "DirectX Mesh Tools" (available from the "Tools" menu), but there are some things. try to experiment with that, that's the tool I use to poly-reduce ships (mainly for personal use). and if you cannot get a desirable result, you may need to make groups with the model and work each group separately and then you can merge (available in the "File" menu) all groups you created to have the ship back :)




Guest

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#6 10 years ago

I've had a few high-poly models, that if you redice the texture sets runs like a destroyer... so there have been a few oddballs out there. And I have far from a top of the line computer. (old clunker of a 1.67)




Major A Payne

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#7 10 years ago

The texture sets of ships are the biggest factor for lagg in A2. The larger the texture file size the longer the game also takes to load them in. If you reduce their size by just one level (512*512 down to 256*256) then you'll see a significant difference. The only real lagg problem with high poly models is when they are destroyed. The amount of chunks that a model is broken into is split up via the amount of polys per chunk. Two high and theres lag. Make the value much lower and bingo. Little lagg is produced from a high poly ship.

Also rebuilding the model is nearly always the best way to go. If you can strip out the unecessary detailing then the poly counts are always far more tollerable. For example. Queballs, USS Courageous for BC is around the 10k mark. Obviously you could still add this to the game, but when I made a complete rebuild of the original I retained as much of the original shape as possible but still brought the poly count down to about 1/10th of the original so the game runs far better with it.




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#8 10 years ago

I think in all honesty that computer power, graphics card, poly weight, and textures all have somtjing to contribute or take away in the lag equation. As everyones got their own computer setup and game taste their personal needs for poly count will very. Though as a rull of thumb lower is better. Personally I wish more people would do high and low poly realeses. That just give more choice and will attract more people to the community.




mikemckeon007

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#9 10 years ago

if i reduce the size of ther textures is there anything else i need to do so they will still work or is the reduction all?




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#10 10 years ago

I would test the ships in game to see if there are problems. Thats the fastest way to know. Or you could let people post feedback.




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