Poly Limit for Generals ZH
H4mm3r
07 Nov 2009
There can be "okay" models, then "Good" then "Great"
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
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
Gen.Kenobi
07 Nov 2009
500 good for tanks
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.
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.
Slye_Fox
07 Nov 2009
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
Edited by Slye_Fox, 07 November 2009 - 14:25.
H4mm3r
07 Nov 2009
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
Gen.Kenobi
07 Nov 2009
Read what i told you.
"Gen.Kenobi" said:
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.
H4mm3r
07 Nov 2009
So if I spam 2500 poly mechs, the game will lag, almost to the point where it crashes?
JJ
07 Nov 2009
2500 isn't that much really, you can go much higher. I'm not sure of the absolute limit (at which after the point ZH just crashes), but it should be enough for whatever high poly-ness you need. Just be efficient in using polys and you should be fine.
Slye_Fox
07 Nov 2009
The ones a posted are what i went by when making my gens mod and had no problems with lag.
But as Gen said, they is no official limit.
But as Gen said, they is no official limit.
H4mm3r
07 Nov 2009
But also, it is hard making a Mech Walker unit without going high poly just to make it look decent.
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.
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.
H4mm3r
07 Nov 2009
So that means, poly doesn't count very much but if the texture is complicated the game will lag?
Ah crap. I forgot how to cap a model after you cut it in half.
Edited by H4mm3r, 07 November 2009 - 16:03.
Ah crap. I forgot how to cap a model after you cut it in half.
Edited by H4mm3r, 07 November 2009 - 16:03.
Kris
07 Nov 2009
There's no official limit on the poly count. But, If your model have tons of textures and espcially ALPHA CHANNELS assigned on the model then enjoy crashing or lagging like hell...
SAGE seriously hates alpha channels, Remember that!
Edited by Kris, 07 November 2009 - 16:06.
SAGE seriously hates alpha channels, Remember that!
Edited by Kris, 07 November 2009 - 16:06.
H4mm3r
07 Nov 2009
Kris, on 7 Nov 2009, 11:03, said:
There's no official limit on the poly count. But, If your model have tons of textures and espcially ALPHA CHANNELS assigned on the model then enjoy crashing or lagging like hell...
SAGE seriously hates alpha channels, Remember that!
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
H4mm3r
07 Nov 2009

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
Pav:3d
07 Nov 2009
Legs need to be animated to work
Turret needs to be separated and called "TURRET" and then coded in
Turret needs to be separated and called "TURRET" and then coded in
H4mm3r
07 Nov 2009
Pav3d, on 7 Nov 2009, 13:56, said:
Legs need to be animated to work
Turret needs to be separated and called "TURRET" and then coded in
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
Pav:3d
07 Nov 2009
H4mm3r, on 7 Nov 2009, 18:58, said:
Pav3d, on 7 Nov 2009, 13:56, said:
Legs need to be animated to work
Turret needs to be separated and called "TURRET" and then coded in
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

H4mm3r
07 Nov 2009
Pav3d, on 7 Nov 2009, 13:59, said:
H4mm3r, on 7 Nov 2009, 18:58, said:
Pav3d, on 7 Nov 2009, 13:56, said:
Legs need to be animated to work
Turret needs to be separated and called "TURRET" and then coded in
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?
Camille
07 Nov 2009
just a side question: looking at that model, i really wonder how in the hell it could surpass even 1000 polies... i just think you've not been very efficient with your triangles.
Slye_Fox
07 Nov 2009
how many sides that that barrel have?
if it's more than 7, you're being wastefull
if it's more than 7, you're being wastefull
H4mm3r
07 Nov 2009
Zeke
08 Nov 2009
the turret's pivot is misaligned, you need to select the turret, go to the hierarchy tab, select "Affect Pivot Only", then press "Align to World".