| 02-27-2004, 01:12 PM | #1 |
Who does people Whine about polygons being too high?? Yea yeah, i know it makes gameplay slower but, heck the furion model is over 1000 polygons!!! |
| 02-27-2004, 04:23 PM | #2 |
because he is a hero... |
| 02-27-2004, 04:32 PM | #3 |
So is Z3n´s Elf. And its only 600 polygons, and people complaing about it being to high. |
| 02-27-2004, 04:47 PM | #4 |
well I am waaay over 3000 poly's... no one complaining about that.. |
| 02-27-2004, 04:49 PM | #5 |
Thats where it cuts. Some people think it is totaly OK with 2000 polies and other peoples are totally GREEDY with Polygons. |
| 02-27-2004, 05:00 PM | #6 |
For the loading screen or the logo doesnt matter but the war3x logo is 15963 polys!!!!!!!!!!!!!!!!!!!!!!! and the logo is 2polys :ggani: |
| 02-27-2004, 06:03 PM | #7 |
hm, well, that was a joke actually.. talkin about me bein over 3000 poly's, i was talkin' about myself, not some model.. lame :ggani: but yeah, I don't see the fuzz about poly's. I mean, 300 poly's for something like a weapon makes no sense to me, but to have more detailed models, versus a screen full of blocky low-poly ones, I'd go for the detailed ones any day. But then again, I got quite a decent video-card also so.. To my opinion, there's nothing wrong with having some units having about 1000 to 2000 poly's. |
| 02-27-2004, 06:19 PM | #8 |
It makes it extremely important for B.net play. Of course if you can sit there and download the 900 mb mod it wouldn't matter, but when you have a 4mb limit on the size of a map for b.net it becomes important, because every poly is a couple of bytes(i don't know the exact ratio). It's also very important if you're going to have lots of units on the screen. Most things for wc3 this dosen't really aplly too, but alot of the mods are trying to make it with more units (i.e. our ww2 mod or Project Revolution) It also will increase lag, more poly= more stuff that has to be sent on a limited bandwith(that's why i don't play europa on b.net even though i love it!) And last of all, you want to get the map/mod out too the most people you can, that includes people who don't have the latest video card, i.e. people who do things other then play games. |
| 02-28-2004, 11:35 AM | #9 |
And the dragon in the dl section dont know the name(hmm....) is something like 2000 polys!!!!!! |
| 02-28-2004, 02:39 PM | #10 |
if you used the balrog by rightfield in TToR you know where it cuts it (5000). performance problems are really noticable when that sucker is built |
| 02-28-2004, 02:42 PM | #11 | |
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and its ripped out of a game and when its only single player (ouch) they almost always use high poly models |
| 02-28-2004, 03:16 PM | #12 | |
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dracolich, and ppl complain cuz its too high of poly = lag = longer download = longer loading = hatred = bad game = cheese lovers |
| 02-29-2004, 05:27 AM | #13 | |
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The furion model has like 4 meshes of the same thing. Its real werid. I tried to edit it, It had like 5 chest meshes the same shape at the same place. :bgrun: emote_sweat emote_confused The Cape was the samw way. |
| 02-29-2004, 11:16 AM | #14 | |
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its not quite true; that is the total amount of poly's but it doesnt mean it will be shown at all the time. Remember, they use visibility controllers to hide certain things during a certain animation seqquence. What is hidden is usualy not shown and wont count on the polycount. Most likely to say is that like, out of the 4 of the meshes only 2 are shown at the same time. its a safe assumption to say that the thing wont be larger then 500 polygons or less (double meshes but only one shown at a time). if it has double or more, only one mesh of the same purpose type will be shown Tip: Try to optimise the use of teamcolored area's. a mesh with two layers (TC and normal) will double the amount of polygons on that area, so applying a doublelayered material on a whole mesh is a bad idea |
