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Polycounts?

03-10-2004, 05:09 PM#1
IgeniousMask
What is the general polycount for different units in Warcraft III? Like biped, heroes, buildings, air units, etc. Could I get a range or reccomendation?
03-10-2004, 05:17 PM#2
megaerathia
Quote:
Originally Posted by IgeniousMask
What is the general polycount for different units in Warcraft III? Like biped, heroes, buildings, air units, etc. Could I get a range or reccomendation?


Normally the heroes over the 1000 the units sometimes under the 800 buildings are over the 1500 but if i was you and created one i should keep it under 1000
03-10-2004, 05:35 PM#3
Tyraxor
From war3 art tools doc:

Peon Class Unit: 300 Polys
Medium-sized Unit: 375 Polys
Big Units or Mounted: 500 Polys
Big Unit: 525 Polys
Small Building: 300 Polys
Medium Building: 600 Polys
Town Hall Building: 800 Polys
Trees: 75 Polys
03-10-2004, 06:01 PM#4
Arch_Angel
several units are higher up to/ higer than 800. never seen one thats around 1000 though.

keep em between 600 - 800 and ull be fine. (a pc can handle far more for 1 unit but it will be a problem if u want the unit 100 times on screen or something...)
03-10-2004, 07:19 PM#5
STURMguy22
I think it really depends on how the unit is going to be used and what your gametype is like. Not only that, the target audience is an issue. If you want the low end computers to play it, it would be best to keep things low poly. And if the unit is only used once, then it can have many many polies. I believe it all comes down to the map poly budget. Maybe, set a map budget and use polies on your units so you dont go above that budget. Its kinda stupid to make a one of a kind unit only have like 500 polies if your map is going to be able to support a lot more. And maybe you could use your map as a motivational tool, making people going to get jobs to buy another computer. Lazy Bastards.....
03-10-2004, 07:45 PM#6
Cookie
All statements are all bullshit to be honest, regarding the fact that most stuff in wc3 are all high above the 800 polygons. Keep in mind that most models have "clone" geosets that only appear at a specific scene. In total there wouldnt appear as much polygons above the by Blizzard recommended polycount then normal. Most models that have 800 or more are usually because they have "clone" geosets. You cannot trust the polycounter if you just import a model and then check the amount of polygons with the max inbuild file properties thingy, that just wont work

From war3 art tools doc:

Peon Class Unit: 300 Polys
Medium-sized Unit: 375 Polys
Big Units or Mounted: 500 Polys
Big Unit: 525 Polys
Small Building: 300 Polys
Medium Building: 600 Polys
Town Hall Building: 800 Polys
Trees: 75 Polys

Anyways, like tyrx said; the art tools has these listed but you dont have to follow it too narrowly if you make units that aint mass produced or wont be abundant. Unless you make a total conversion like pR, you dont have to stick much at these requested ones and can easily stick around 800-1500. Any higher wouldnt be recommended, as the details can be easily added through skinning etc, that its unnecesary to go higher. Remember, the creation itself aint the important one, but finalising and optimising is.

An example is the zergling at PR; first it was around 570 polygons, but after optimising it was reduced to 225. This means there can be now the double amount of zerglings on the map then usual.

To be honest, the biggest problem you have to keep an eye on is the total filesize of your map. No matter what the polycount is, the skin is 179kb if the dimensions are 256x256. Best idea is to allow multiple models use some parts of the same skin etc

and aboutSturmguy22's statement; what a total crap you're talking about. Unless you have a computer that hits the absolute minimum requirements, the polycount shouldnt be relevant at all on online maps. Only the balrog of rightfield gave problems to me (and prolly would give to others), but that was because that sucker was around 5k polygons with particles (means way more higher). Gosh I have a slow comp that I cant run that map so im gonna buy a new comp....what a total ***. Not to mention the fact that some people do have jobs but still are not getting a super duper high end computer because of other facts
03-13-2004, 04:19 PM#7
FutureHypoon
Quote:
Originally Posted by STURMguy22
And maybe you could use your map as a motivational tool, making people going to get jobs to buy another computer. Lazy Bastards.....

My thoughts on lag exactly. People need to get better pc's, that way the people who make the maps don't have to keep the polys low.

(High Polys) - (crappy computer) = (fun game with nice looks and no lag)
03-13-2004, 07:25 PM#8
Triceron
Don't blame it on the people with 56k or using p2 400's to play War3. Blizzard made this game for everyone. If you don't make your mod available for everyone to play then it's your choice in doing so. It's not like everyone will download the new units and play, but it's just nice to keep considerate of everyone's systems.

Of course this is 2 years into the game and the current processor standards are always rising, but it's still good practice to optimize and keep your characters low poly so you can manage your units better.
03-15-2004, 04:33 AM#9
kuramaRoze
uhh the footman's like 900 polies, those figures arent right...

Also, what affects polycount lag? I'm guessing RAM or processor... Cause I have a kickass comp with t1, 3ghz, Geforce 4 64mb, and 768 or so of ram, and I lag sometimes on wc3...
03-15-2004, 04:38 AM#10
Cookie
Quote:
Originally Posted by kuramaRoze
uhh the footman's like 900 polies, those figures arent right...

Also, what affects polycount lag? I'm guessing RAM or processor... Cause I have a kickass comp with t1, 3ghz, Geforce 4 64mb, and 768 or so of ram, and I lag sometimes on wc3...

I wish that people would actually READ what is written!

Quote:
Originally Posted by Cookie
All statements are all bullshit to be honest, regarding the fact that most stuff in wc3 are all high above the 800 polygons. Keep in mind that most models have "clone" geosets that only appear at a specific scene. In total there wouldnt appear as much polygons above the by Blizzard recommended polycount then normal. Most models that have 800 or more are usually because they have "clone" geosets. You cannot trust the polycounter if you just import a model and then check the amount of polygons with the max inbuild file properties thingy, that just wont work...

In case of the footy, only 350 appear at the same time....