Wats The Max For Weapon Models?
IcELoRD-2010
Join Date: 2003-04-14 Member: 15478Members
<div class="IPBDescription">Just wondering...</div> I am currently working on a ultra-high model,
and was hoping that there wouldnt be any probs there...
Is there, or what? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
BtW: Its over 3000...
and was hoping that there wouldnt be any probs there...
Is there, or what? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
BtW: Its over 3000...
Comments
2000? 3000? or 4000?
No, I'm not pimping the mod I work for. I'd never do that.
U got my point but not my way of expression, m8! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<b>* hl shits it self * | * an anurism * </b> ... lol!
[E:] Dang that hurts, Coil! 1500? thats more than 2000 polies shavin down...
My babys gonna end up nekkid the time i reach those awfully low "1500" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I think that my modelling progress is gettin slowed down to the max by that irritating limit (<!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->)
so dont expect it before a looooooong time! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Maybe i shud just wait to HL2 (have heard that they updated their engine so u can have up to 2800+ polies
(just not sure yet, better research that)
In the meantime i just make a model, just like Sheena did (the "sister of battle" model) and add more and more realness and beauty over the months i have to wait (for HL2) <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Remeber! NOOOwhere near finished!
[E:] DAMN! i got the screenie all wrong!!! But whatever... U see the concept!
[E2:]Ohh... And: I let myself inspire from that aug-p90'ish look and created this:
You lie!not in halflife they can't considering that half life maxs out at 100 fps . . . and btw for those of you who don't know your concious mind can only see 35 fps, anything above that only appears smoother to your subconcious(which coincidentally is your 6th sense to a point :-P)
But yes, high poly would be great
You lie!not in halflife they can't considering that half life maxs out at 100 fps . . . and btw for those of you who don't know your concious mind can only see 35 fps, anything above that only appears smoother to your subconcious(which coincidentally is your 6th sense to a point :-P)
But yes, high poly would be great <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Contrary to popular belief, the human eye refreshes at 71-73 fps, depending on whether the person is alert, rested, and sober <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
The movie industry uses a standard 32-36 frames each second because the movement of the film blurs the images together and makes it unpractical and expensive to produce movies at 70 frames per second because studies show there is no increase in image fidelity and smoothness past 35 fps that the human eye can detect.
Shifting into 2nd now, there is no set limit for models in HL if you cheat the poly system, but too many polies and HL will hemorrhage, low-level format your drive, destroy your video card, and put a bullet through the brain of your next of kin. For now, the most detailed (and workable... barely...) models I've seen have sat around 4000-4300 polies. You can go higher, but push it too much and you'll make the baby jesus cry.
There is a *critical* difference between fps in a movie/film and fps in most of today's video games. That difference is that if you look at a single frame of a film reel, the image will be blurred; when they are played at proper speed, all these slightly motion-blurred frames blend to create a clean, smooth image. Video frames, on the other hand, are each rendered like a still photograph - no discernable motion or blurriness in any single frame. Therefore, the brain can see a difference between 30fps and 100fps in a GAME because the "extra" frames per second serve to create the equivalent of a motion-blurred image in your brain.
Regarding HL model limits:
I made a <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=29619&hl=concern&s=6702c292204a9975ed8ad430cc9c271' target='_blank'>post</a> a while ago expressing concern over the high-poly starcraft models being produced at the time. Two excellent comments made by Greedo and NemesisZero, respectively, were:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The problem is that the Half-Life engine can't handle that many polys. It chokes and dies when poly counts get too high. It's the reason you don't see ridiculously over-detailed maps or models. For w_polys (map architecture), the HL engine starts to die at around 1200 polys or so.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Using an old mappers rule of thumb, entitiy polys weigh in at about one tenth of the w_polys. This means that Coils example of the hive assaults is already at the limits when using standard models, and above that no computer, no matter how high-tech, will save you. None.
We're not talking '19 FPS, steady' here, we're talking 'serious partial lag'. If HL chokes, it chokes, and doesn't simply get slower. I'm really looking forward to this pack, and would love to use it, but if a normal skirmish between four marines and four aliens brings the engine down, I simply won't be able to.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If 1200 is the top recommended limit for map architecture, then 12,000 is the recommended epoly limit. Keep in mind that this includes all models on the screen, including players, structures, world models, and your own hands/weapon. These aren't *hard* limits, but (as Nem said) you will start to see nasty performance hits if you go too much higher.
Most of the default NS weapons are <1000 polys, I believe, and definitely show the value of a well-made skin. Delarosa has compiled a <a href='http://t2k.neotech.cc/ns/tuts/poly.shtml' target='_blank'>list of the default model polycounts</a> at his site - it's incomplete, but it's a start, and can be a good "suggested value" if you want to achieve performance equivalent to what you get in stock NS.
Or, you just haven't made it 3000 polys yet.
Uhh.. pic?...