Author Topic: Polygon count to aim for  (Read 1478 times)

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Offline chutem

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Polygon count to aim for
« on: July 19, 2008, 10:12:40 pm »
I'm making a map, and I can already see that the poly count will probably exceed 2000, i can cut this in half using scenery, but it will look really crap.

So I bring you the question, how many polygons will it take to make a map unpleasant to play on?
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Offline Hair|Trigger

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Re: Polygon count to aim for
« Reply #1 on: July 20, 2008, 02:01:05 am »
1000 is as High as I would go if your kind enough to compensate for the people with crap computers.

If your not happy or have lots of awkwardly placed polys for no good reason, you could try re-designing the map with a clean method.  It may be pretty annoying but it will only make you a better mapper.

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Offline iDante

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Re: Polygon count to aim for
« Reply #2 on: July 20, 2008, 02:18:29 am »
There is NO need to have over 1000 polygons in a map, unless its REALLY big (tw_windmill big). Could you show a sketch / outline of what the map will be like?

Offline Blue-ninja

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Re: Polygon count to aim for
« Reply #3 on: July 20, 2008, 02:25:12 am »
I find Wraithlike's beginning polygon-laying methods to be quite good for this kind of stuff.

You just make a series of triangular polygons like this: /\/\/\/\, copy the whole thing, and flip it over and attach it underneath and then copypaste until you have the general layout you intended for, then start shaping them.

I know this may seem time-consuming, but it does reduce the amount of unneccesary polygons you need, and you don't have to create any more polygons except for cosmetic and debugging needs.

Offline Underworld

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Re: Polygon count to aim for
« Reply #4 on: July 20, 2008, 10:53:11 am »
2000+ = Map Error when hosting dedicated
I don't understand
do you mean that there is a /faceplam commmand ?
and this command should drop a random item ?

Offline chutem

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Re: Polygon count to aim for
« Reply #5 on: July 20, 2008, 11:23:46 pm »
There is NO need to have over 1000 polygons in a map, unless its REALLY big (tw_windmill big). Could you show a sketch / outline of what the map will be like?
It is the details in the map that is eating up polygons.
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Offline iDante

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Re: Polygon count to aim for
« Reply #6 on: July 20, 2008, 11:37:53 pm »
There is NO need to have over 1000 polygons in a map, unless its REALLY big (tw_windmill big). Could you show a sketch / outline of what the map will be like?
It is the details in the map that is eating up polygons.
What kind of details do you have that are taking up so many?
if anything screenshot them and import them as scenery.

Offline chutem

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Re: Polygon count to aim for
« Reply #7 on: July 20, 2008, 11:46:48 pm »
There is NO need to have over 1000 polygons in a map, unless its REALLY big (tw_windmill big). Could you show a sketch / outline of what the map will be like?
It is the details in the map that is eating up polygons.
What kind of details do you have that are taking up so many?
if anything screenshot them and import them as scenery.
I probably will end up using scenery, but hopefully it won't come out terribly.
And my map is on my other computer and I don't have my flash drive until tomorrow, AND the other comp isn't connected to the internetz, so if you really are desperate, it will take a while
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