Game Development Community

Faces, Solids and Texture memory

by Jeff Trier · in Artist Corner · 11/14/2001 (10:33 pm) · 6 replies

I know that TGE has a recommended poly count per player, weapon and vehicle model, but what about Worldcraft Objects?

How many faces, solids and what amount of texture memory should I limit myself too?


Thanks guys and gals,
-Jeff

About the author

Originally a Classical/Metal musician, I've always been attracted to anything involving computers, including: Networking, PC Building and Repair, software design and coding. I've been involved with game design and development for over 10 years.


#1
11/15/2001 (2:59 am)
There isnt really a worthwhile limit for these things. If your buildings are mostly underground, then you can generally do more complex work (as you can make sure its portalised and wont get rendered much).

Best bet, is to do something like T2 (get T2 if you havent got it, its a great starting point).

Phil.
#2
11/15/2001 (5:52 am)
So basically limits don't matter, it's just how many faces are seen at any given time?
#3
11/15/2001 (9:13 am)
Its a bit of a moving goalpost, but yeah. The engine itself does fairly well at removing unseen poly's from structures that use portals properly. Generally stuff where you cant see directly into the room will be culled out.

So for instance, if youre building a large structure building, put an entrance hall in between the main open space and the rest of the building, use that as a portal and it should be faster than just connecting everything out into the world.

Phil.
#4
11/15/2001 (1:21 pm)
Great. Thanks a lot :)
#5
11/15/2001 (3:26 pm)
Phil,

Is there a sample worldcraft object to show how to do portals? I know there was supposed to be but I could never find it.
#6
11/16/2001 (7:41 am)
You'll want the file named t2wc_docs.zip found here.