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Poly Limit for Generals ZH


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#1 H4mm3r

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Posted 07 November 2009 - 11:28

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
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#2 Gen.Kenobi

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Posted 07 November 2009 - 13:14

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.
"The entire ocean. The entire world. Wherever we want to go, we'll go. That's what a ship is, you know. It's not just a keel and a hull and a deck and sails, that's what a ship needs but what a ship is... what Tidal Wars really is... is freedom."
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#3 Slye_Fox

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Posted 07 November 2009 - 14:24

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.

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#4 H4mm3r

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Posted 07 November 2009 - 15:23

View PostSlye_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
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#5 Gen.Kenobi

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Posted 07 November 2009 - 15:25

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.

"The entire ocean. The entire world. Wherever we want to go, we'll go. That's what a ship is, you know. It's not just a keel and a hull and a deck and sails, that's what a ship needs but what a ship is... what Tidal Wars really is... is freedom."
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#6 H4mm3r

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Posted 07 November 2009 - 15:27

So if I spam 2500 poly mechs, the game will lag, almost to the point where it crashes?
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#7 Gen.Kenobi

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Posted 07 November 2009 - 15:28

Yep....the game will lag so much that you won't be abble to play.
"The entire ocean. The entire world. Wherever we want to go, we'll go. That's what a ship is, you know. It's not just a keel and a hull and a deck and sails, that's what a ship needs but what a ship is... what Tidal Wars really is... is freedom."
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#8 H4mm3r

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Posted 07 November 2009 - 15:30

Ah, Crap.

Thanks Kenobi.

This Thread is probably solved now.
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#9 JJ

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Posted 07 November 2009 - 15:41

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.

#10 Slye_Fox

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Posted 07 November 2009 - 15:42

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.
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#11 H4mm3r

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Posted 07 November 2009 - 15:44

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.

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#12 Gen.Kenobi

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Posted 07 November 2009 - 15:49

See this (read the comments)

http://www.moddb.com...es/win#imagebox
"The entire ocean. The entire world. Wherever we want to go, we'll go. That's what a ship is, you know. It's not just a keel and a hull and a deck and sails, that's what a ship needs but what a ship is... what Tidal Wars really is... is freedom."
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#13 H4mm3r

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Posted 07 November 2009 - 15:51

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.

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#14 Kris

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Posted 07 November 2009 - 16:03

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.








#15 H4mm3r

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Posted 07 November 2009 - 16:12

View PostKris, 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!


I'll get some screen shots in here for you guys to see. and be forewarned, it is my first mecha model
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#16 H4mm3r

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Posted 07 November 2009 - 18:54

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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
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#17 Pav:3d

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Posted 07 November 2009 - 18:56

Legs need to be animated to work
Turret needs to be separated and called "TURRET" and then coded in

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#18 H4mm3r

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Posted 07 November 2009 - 18:58

View PostPav3d, 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


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
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#19 Pav:3d

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Posted 07 November 2009 - 18:59

View PostH4mm3r, on 7 Nov 2009, 18:58, said:

View PostPav3d, 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


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 :D

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#20 H4mm3r

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Posted 07 November 2009 - 19:00

View PostPav3d, on 7 Nov 2009, 13:59, said:

View PostH4mm3r, on 7 Nov 2009, 18:58, said:

View PostPav3d, 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


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 :D

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

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Posted 07 November 2009 - 19:31

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.
it's time to wake up

#22 H4mm3r

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Posted 07 November 2009 - 19:33

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This is what I am talking about
I feel like Fajl
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#23 Slye_Fox

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Posted 07 November 2009 - 20:27

how many sides that that barrel have?
if it's more than 7, you're being wastefull
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#24 H4mm3r

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Posted 07 November 2009 - 21:07

View PostSlye_Fox, on 7 Nov 2009, 15:27, said:

how many sides that that barrel have?
if it's more than 7, you're being wastefull

I'll worry about the poly count later, what I need now is why the heck the barrel and the turret are acting like that
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#25 Zeke

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Posted 08 November 2009 - 06:12

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".



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