Polygon Count for Static Objects?
Moderators: GZDoom Developers, Raze Developers
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
-
- Posts: 2
- Joined: Sun Mar 28, 2021 2:12 am
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Great Lakes
Polygon Count for Static Objects?
Howdy, I'm looking to implement a couple static meshes into the background of a map but unsure of how many polygons/triangles to limit. Looking to use a few Fu Lions to decorate but not sure if MD3 or MD2 would be more apt and what limitations are involved. Previous searches yielded a six year old dead topic that focused on animated meshes but nothing of use for me.
-
- Admin
- Posts: 6199
- Joined: Thu Feb 26, 2004 3:02 pm
- Preferred Pronouns: He/Him
Re: Polygon Count for Static Objects?
Static objects would be better done as OBJ in my understanding (which GZDoom does support).
As far as polygon count, I don't think there's any hard limit for OBJ so it's just minimum(whatever_looks_good) and max(whatever_doesnt_lag).

As far as polygon count, I don't think there's any hard limit for OBJ so it's just minimum(whatever_looks_good) and max(whatever_doesnt_lag).

-
- Posts: 1334
- Joined: Tue Dec 06, 2016 11:25 am
Re: Polygon Count for Static Objects?
Doesn't really matter too much. Use either MD3 or OBJ. MD3's can't be too big (I think 256 units in each direction?), so they'd have to be exported as a smaller version and then upscaled in GZDoom. OBJ models have no real size restrictions and are what I prefer for large, static models.