

Poly Limit for Generals ZH
#1
Posted 07 November 2009 - 11:28
What I want to know is this:
What is the absolute limit for polys in ZH?
A limit that if you go higher the game crashes.
The reason I ask is because I am making Mecha units and they are all high poly, There will be build limits on them in my mod but I don't want to crash my game with them

#2
Posted 07 November 2009 - 13:14
300 good for infantry
1500 good for buildings
There's no limit. If you do something too high poly the game will lag a lot and probably will crash your computer and the game.

kudos to Pasidon for this awesome avvy and siggy!
#4
Posted 07 November 2009 - 15:23
Slye_Fox, on 7 Nov 2009, 9:24, said:
300-500 Infantry 400-600 Light vehicles 500-800 Tanks & medium vehicles 600-1000 Heavy units 1200 One off units 600-1200 Defence structures 1200-2000 Structures 4000 One off structures
So is that good to go by or the official limits?
Cuz I told my members that 2500 was the unofficial limit for models

#5
Posted 07 November 2009 - 15:25
"Gen.Kenobi" said:

kudos to Pasidon for this awesome avvy and siggy!
#6
Posted 07 November 2009 - 15:27

#7
Posted 07 November 2009 - 15:28

kudos to Pasidon for this awesome avvy and siggy!
#8
Posted 07 November 2009 - 15:30
Thanks Kenobi.
This Thread is probably solved now.

#9
Posted 07 November 2009 - 15:41
#11
Posted 07 November 2009 - 15:44
32 of my mechs are 83,264 polys
I did this to simulate an army of them
Edited by H4mm3r, 07 November 2009 - 15:48.

#12
Posted 07 November 2009 - 15:49

kudos to Pasidon for this awesome avvy and siggy!
#13
Posted 07 November 2009 - 15:51
Ah crap. I forgot how to cap a model after you cut it in half.
Edited by H4mm3r, 07 November 2009 - 16:03.

#14
Posted 07 November 2009 - 16:03
SAGE seriously hates alpha channels, Remember that!
Edited by Kris, 07 November 2009 - 16:06.
#15
Posted 07 November 2009 - 16:12
Kris, on 7 Nov 2009, 11:03, said:
SAGE seriously hates alpha channels, Remember that!
I'll get some screen shots in here for you guys to see. and be forewarned, it is my first mecha model

#16
Posted 07 November 2009 - 18:54

There it is you guys. Though the turret doesnt work right and the legs dont move (love it if someone told me how to fix that)
Well I told you i'd get some in

#18
Posted 07 November 2009 - 18:58
Pav3d, on 7 Nov 2009, 13:56, said:
Turret needs to be separated and called "TURRET" and then coded in
How to animate legs? So unlink turret from Chassis and Code it to whatever the code is, But the whole turret lifts up and it fires from the Chassis even though I have muzzle programmed

#19
Posted 07 November 2009 - 18:59
H4mm3r, on 7 Nov 2009, 18:58, said:
Pav3d, on 7 Nov 2009, 13:56, said:
Turret needs to be separated and called "TURRET" and then coded in
How to animate legs? So unlink turret from Chassis and Code it to whatever the code is, But the whole turret lifts up and it fires from the Chassis even though I have muzzle programmed
You need to learn how to animate with key frames in 3ds max or RenX, making realistic moving leg animations is no easy task

#20
Posted 07 November 2009 - 19:00
Pav3d, on 7 Nov 2009, 13:59, said:
H4mm3r, on 7 Nov 2009, 18:58, said:
Pav3d, on 7 Nov 2009, 13:56, said:
Turret needs to be separated and called "TURRET" and then coded in
How to animate legs? So unlink turret from Chassis and Code it to whatever the code is, But the whole turret lifts up and it fires from the Chassis even though I have muzzle programmed
You need to learn how to animate with key frames in 3ds max or RenX, making realistic moving leg animations is no easy task

I can handle that, but what about the turret lifting up and firing from the chassis?

#21
Posted 07 November 2009 - 19:31
#22
Posted 07 November 2009 - 19:33

This is what I am talking about
I feel like Fajl

#25
Posted 08 November 2009 - 06:12
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users