-/TNT\- Posted November 27, 2006 Share Posted November 27, 2006 Can someone tell me if there is a certain limit of polies that a col can have? My model has about 1500 polies and I have some weird collision problems. If I remember correctly ParoXum had made a col for his sppedway and it had 4000 or so polies in it but no collision problems. Please enlighten me. Link to comment Share on other sites More sharing options...
dertyjerzian Posted November 27, 2006 Share Posted November 27, 2006 As far as I was told, it is as such: Make as many poly's as you want to beat the game-engine over the head with for your DFF, but in SA, do not exceed 2000 triangles on a single collision model. If you make one cube, six sides, that's six polies but ir is also 12 triangles. So, your model's polycount is 1500, chances are that your tri count is 3000. Link to comment Share on other sites More sharing options...
xrk Posted November 28, 2006 Share Posted November 28, 2006 (edited) in SA, do not exceed 2000 triangles on a single collision model. Thats Vc (isnt it 2000 poly's, the 1000 thing was because zmod exported double faces in the .x files), there isnt a limit in sa its just probably best to try and pretend like there is. Your collision problems are probably just your collision model itself, you could try deleting anything that really doesn't need collision for example if you make a road, For it's collision you can remove the vertical kerb faces because they wont make any difference, Saying that if you leave the kurb faces it can cause unwanted collision. or you could rebuild a new coll around your model out of standard primitives to keep it simple. Or the size could be a problem?!? what is it thats happening with your col anyway Edited November 28, 2006 by xrk Link to comment Share on other sites More sharing options...
dertyjerzian Posted November 28, 2006 Share Posted November 28, 2006 I can elaborate a bit for TNT, he'll be happy when he returns to some new info What's happening (without out giving too much away) is that he's made a pretty rad model with an overhang "supported" by two pillars. The col problem consists of invisible walls between those pillars. One fix could be to make the overhang, pillars, and base model 3 seperate pieces, but I think this can be worked around more than efficiently, no? Link to comment Share on other sites More sharing options...
-/TNT\- Posted November 28, 2006 Author Share Posted November 28, 2006 @dertyjerzian: How the hell do you know what I am making? Link to comment Share on other sites More sharing options...
ParoXum Posted November 29, 2006 Share Posted November 29, 2006 (edited) http://www.gtaforums.com/index.php?showtop...dpost&p=3944178 I've already answered about Invisible walls. There's not plenty of solutions. try this one, that's the only one that work. Others may be chance. And as for the poly limit, as xrk confirmed, there's no. And i've been able to play around with much more than 4000 poly. For my stadium game was loading 5 pieces of 10K poly each one. And in my case i couldn't optimize much the cols, since it's raceways and i wanna keep smooth feeling when driving. But i'm turning offtopic. For my last big big map, that was over 595.000 polygons, i used to optimize a lot cols, to reach only 80.000 polygons for total col files(into 16 files). And the game is running over 60 fps. Edited November 29, 2006 by ParoXum Link to comment Share on other sites More sharing options...
-/TNT\- Posted November 29, 2006 Author Share Posted November 29, 2006 Ok ParoX, will try. Thanks for the help. Link to comment Share on other sites More sharing options...
Mark Posted November 29, 2006 Share Posted November 29, 2006 Indeed, afaik there is no tri limit for cols in SA...though really, I would go about 5k, purely for superstition, same way I won't go about 50k for 1 .dff Link to comment Share on other sites More sharing options...
-/TNT\- Posted November 29, 2006 Author Share Posted November 29, 2006 Much love ParoXum! Problem solved. Link to comment Share on other sites More sharing options...
ParoXum Posted November 29, 2006 Share Posted November 29, 2006 Glad to hear this TNT Offtopic : GTAuron, standard DFF can't be exported over 45K poly. Else there is no info stored into it. And script is f*cking around with your parameters. Now, I personnally think Low Poly modeling is past, and we have tools our days to develop such wonderful mods with such details. And the objective is to succed such maps/project working ingame w/o "lag". I see all the Low Poly fanatics comes here and say : GTA's streaming engine isn't done for such high poly things ! And i'll answer, have a look at R* SA map, take one part of it (not the text ipl) and use a polycount. And oH !? Over 500.000 for a small area. What a sh*t, spending time doing low poly when i can do some serious stuff. Optimisation is the key. Optimising Low poly is just a waste of time. And don't forget we've got multiple LOD possibilities, and play with multiple levels of detail. *It is not malicious, off course. Link to comment Share on other sites More sharing options...
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