wpoly counts Created 20 years ago2004-07-11 13:56:23 UTC by Paintballa Paintballa

Created 20 years ago2004-07-11 13:56:23 UTC by Paintballa Paintballa

Posted 20 years ago2004-07-11 13:56:23 UTC Post #40454
Im working on my second map, after having to give up on my first map because the wpoly counts in certain areas are hitting 2000! The second map is about complete, i just have to do the detail work and the highest wpoly count i can find is only about 500. Im wondering if by adding things, such as desks, beds, computer, ect. will add to my wpoly count, or maybe even decrease it?

Thanks
Posted 20 years ago2004-07-11 14:00:31 UTC Post #40456
Yes, everything that exists of world brushes adds to your amount of wpolys, world polygons that is. (epolys are model polygons)

In the console, type gl_wireframe 1 or gl_wireframe 2 to see a wireframe view of your level, easily allowing you to see where the most polygons are and where you can or should cut out on polygons. Mind that this console command only works in OpenGL mode, software mode has a different command, r_drawflat 1 if I remember correctly.
Posted 20 years ago2004-07-11 14:05:59 UTC Post #40457
So, adding a lot of details like i mentioned above is not a good idea if my map already has a wpoly count of 500? most areas are still only 200ish... but i dont want them above say 600-900
Posted 20 years ago2004-07-11 14:11:17 UTC Post #40458
A good limit for deathmatch levels nowadays is about 800. Official maps stay below 800 in nearly all area's.

However, after all it also depends on what you're aiming for. High-end computers do support maps with wpoly amounts of 1200-1300 easily, but lower-end computers won't. Nightwatch for example aims for the a bit higher-end computers by setting their limit to 1300. For deatmatch levels, I personally would like all people to be able to play my map, and so stay below 800. 800 is the software mode limit for polygons, bytheway, so when you stay below, you're sure everyone has a good performance.

Not completely. There are more things that affect performance, like sprites that overlap each other, combat, model polygons, and so on. But you'll find out about that... :)
Posted 20 years ago2004-07-11 16:38:15 UTC Post #40471
Is it exactly 800? I managed to run my compo map with no short errors a little over, around 840.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-07-11 16:46:13 UTC Post #40474
If you want to know the exact amount, go and do some tests, I'd say... :)

I've always been told that the limit is 800, and since I never run in software mode, I never really tested it. My opinion about software mode is also somewhat... negative... so why would I anyways? ;)
Posted 20 years ago2004-07-11 20:59:18 UTC Post #40528
You could make some details models, and add to your epoly count, as the common limit is quite higher than the wpoly limit.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-11 21:30:09 UTC Post #40535
speaking off wpolys Ive been having a rather difficult time with them in my map. I read the tutorials on both hint brushes and r_speeds and it helped alot. I turned alot of stuff into func walls and i lowered the polys by almost 1000 in some places. The problem is that i still have a fairly high poly map. I tryed the hint brush approach to block out 'seeing' the infatrucatures accross the map but they never work. I am almost positive im placing them right. Does anyone know why these hint brushes are working?
Posted 20 years ago2004-07-11 21:37:54 UTC Post #40538
It might not work because you have a very open map. Post it in the Vault and I'll try and take a look.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-11 21:43:28 UTC Post #40539
ill post it up but the hint brushes are gone... i deleted them out of frustration yesterday
Posted 20 years ago2004-07-12 02:01:53 UTC Post #40593
I heard 800, but when trying it in Software (since Andy is a judge?) I got a little over before I was getting short edges and surfaces.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-07-12 04:14:16 UTC Post #40616
As for having too many polygons, even after a lot of func_walling and hint-brush usage (that only are usefull in specific situations, they're no miracle-thing or such), then it's time to cut out in polygons. Removing details, you know. Or maybe redesigning parts of the level.

Yeah, sometimes it has to be done...
Posted 20 years ago2004-07-12 18:35:40 UTC Post #40797
yea im going to go through and see if i cant take out some usless brushes and see if that helps a bit
Posted 20 years ago2004-07-12 23:10:18 UTC Post #40888
799 to be exact.
But you have to be stationary.
If you move you are constantly giving the engine more to look at, and it might seem that you are beating the 800 limit... but you are not.

Adding brushes that have to be rendered with texture by the engine will increase wpoly count.
Adding Models such as grunts will increase the epoly count.
Most of the info already provided in this thread is correct.

Add stuff = higher r_speeds.
800 to 1000 is acceptable to average computers and graphics, but to keep everyone happy... let them know if you have gone over 800 in more than 1 area. That way people with clapped out old machines (like me) won't shout at you.
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