Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Support

    3. Suggestions

Poly limit?


-/TNT\-
 Share

Recommended Posts

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

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

 

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 tounge.gif

Edited by xrk
Link to comment
Share on other sites

I can elaborate a bit for TNT, he'll be happy when he returns to some new info tounge.gif

 

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

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 by ParoXum
Link to comment
Share on other sites

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

Glad to hear this TNT wink.gif

 

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 ! rolleyes.gif

 

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. wow.gif What a sh*t, spending time doing low poly when i can do some serious stuff. suicidal.gif

 

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. turn.gif

 

 

 

*It is not malicious, off course.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.