Modelling and limits
Posted 20 July 2003 - 11:27 PM
|QUOTE (ice_cube @ Jul 13 2003, 12:54 PM)|
|another "limitation": polygons polygons can only have 3 edges|
That's not entirely true. Depending on the engine, you may be able to have polygons with more than three sides, but it may be fake. Jedi Knight lets you have polygons with any number of sides as long as it doesn't have more than 24 vertices, I believe JK splits up these polygons into triangles automatically. However, OpenGL and Direct3D are capable of rendering quads, polygons, etc. without doing each triangle individually.
Posted 24 July 2003 - 01:13 AM
Posted 24 July 2003 - 01:18 AM
Posted 29 July 2003 - 05:01 PM
Posted 29 July 2003 - 05:29 PM
they were using the same technology idea in TF2.
speaking of TF2, do you guys think they will make TF2 the 1st mod available to HL2? i wouldnt be suprised if they did the same thing they did with TFC
Posted 07 August 2003 - 12:58 AM
I doubt that this is the engine's limit, but more of the limit of the hardware that Valve wishes to support (lowest is 700mhz with a GF2 64mb or equiv? ... might be mistaken) at a decent frame rate. I don't think that HL1 characters were as low as 90 polys, I believe during some interview they mentioned the CS model polygons were around 1,200 per player model (or that is how high the CZ models will be). So you're probably looking at a 500-900 average poly-per-model in HL1.
If you want to only support a system running the latest hardware then sure, you could load up the game with 3,000 weapon models, 8,000 character models, and 200-800 prop models, but I'm sure you'd need a hellva system to run something like that... and most games want to support the lowest they can go without reducing the graphics too much.
Edited by j.bellone, 07 August 2003 - 12:59 AM.
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Posted 07 August 2003 - 01:45 AM
Posted 10 August 2003 - 08:51 PM
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