A place for maximums

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Re: A place for maximums

by Reactor » Sun Aug 05, 2018 6:17 pm

I see. Well, I don't plan to stuff models everywhere they don't need to be, and a sprite would be just as good. Typically, I'd utilize models for either tall or wide objects, such as trees, vehicles. Models shall be used for stuff which are side-mounted to the wall, and would look fugly as sprites, and also for objects which can be jumped on, as they'll also look horrendously crap when viewed from above. So...well...yeah, there'll be lots of models.
As for huge monsters, there'll be only one which will require being a model, and there'll be about 4 of them in the entire game.

Re: A place for maximums

by Kinsie » Sun Aug 05, 2018 6:03 am

Reactor wrote:So if I understood correctly, it's no problem if a level is stuffed with models, as long as your rig is beefy...is this fact?
The engine won't throw an error, but your players will likely throw harsh language at you if you don't use some semblance of common sense. See: That one BoA map that had heaps of high-poly trees with hi-res textures in the fogged off distance of the skybox where you could only see their outlines.

Re: A place for maximums

by Reactor » Sun Aug 05, 2018 5:46 am

So if I understood correctly, it's no problem if a level is stuffed with models, as long as your rig is beefy...is this fact?

Re: A place for maximums

by Graf Zahl » Sun Aug 05, 2018 12:14 am

There is no maximum number of models, except available memory. And one large model can just consume as many resources as 100 small ones. Models are also loaded per map, so the actual limit can vary.

Re: A place for maximums

by Enjay » Sat Aug 04, 2018 3:01 am

Which reminds me, I need to get a fixed version of that up to silence an error message. I was waiting to find out about fixing normals on the models to make them look prettier but it looks like that's either not going to happen or it will be a long time before it does because, frankly, I have no idea what's needed.

Re: A place for maximums

by Kappes Buur » Sat Aug 04, 2018 12:27 am

Reactor wrote: Be sure you also include the maximum parameters for models - number, size, and such. This could be critical for a forest level with model trees.
For models it seems that the maximum number is difficult to pin down, because that depends greatly on the system specs of a given computer.

As I have done before in other posts, I recommend to take a look at Enjay's Gene-Tech: Before the Storm. That pwad uses only models and a bunch of dynamic lights, and if that works for you then there is no worry about the maximum number of models.

Re: A place for maximums

by Kappes Buur » Fri Aug 03, 2018 6:13 pm

Re: A place for maximums

by Reactor » Thu Jul 12, 2018 8:21 pm

I agree, that would certainly be some extremely useful information, especially if someone is devoted enough to create huge maps, because the story demands - such as The seventy-five minutes speed run - and then has to start from very beginning again just because he exceeded some damn limit.

Be sure you also include the maximum parameters for models - number, size, and such. This could be critical for a forest level with model trees.

A place for maximums

by Kappes Buur » Thu Jul 12, 2018 6:18 pm

From time to time a question is asked what the maximum of this or that is.

For example:
what is the maximum number of keys
what is the maximum number of monsters
what is the maximum number of scripts
what is the maximum mappable area
etc

While some questions are answersed, the forum search function is fairly useless in finding those answers.
Could we have an easily accessible place where we can find that information, and which can be updated as need be?

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