PuFu 4600 Posted July 14, 2011 It's not specific to ArmA 3 though. It seems more appropriate in Offtopic or maybe ArmA 2 editing thread. just like 90% of the threads going sideways in the A3 part of the forums...and btw, there is a report button if you really feel something needs to be done Share this post Link to post Share on other sites
Przemek_kondor 13 Posted July 14, 2011 vertex normals is what matters, not vertex count, triangle or polygon count (all of it is related in end anyways).Here is the simplest example, using 2 boxes: The first is hard edged, the second is all smooth edged. http://i.imgur.com/VuMAdl.png You can easily see that in the case of hard edge box, the number of vertex normals is 3 times the one for smooth edged box. This is the nth time i am saying it. The O2 p3d 32k limit is related to vertex normals, not vertices, or triangles. Maybe from o2 user point of view, but in the end there is no such thing like normal vector without vertex or vertex with many normal vectors. Share this post Link to post Share on other sites
max power 21 Posted July 14, 2011 (edited) vertex normals is what matters, not vertex count, triangle or polygon count (all of it is related in end anyways).Here is the simplest example, using 2 boxes: The first is hard edged, the second is all smooth edged. [imghttp://i.imgur.com/VuMAdl.png[/img] You can easily see that in the case of hard edge box, the number of vertex normals is 3 times the one for smooth edged box. This is the nth time i am saying it. The O2 p3d 32k limit is related to vertex normals, not vertices, or triangles. As a conclusion, no matter what sort of modelling path you take (chamfer or not - for HP models, edge loops are far better than chamfers, since it keeps things quads for sub-d modelling), one could use more geometry as long as he can keep the vertex edges lower than with less geometry :). In any case, that is why normals maps exists, to deal with the said vertex normals limitations :P for 3ds max users: http://www.armastack.info/index.php/543/counting-the-vertex-normals-when-working-in-3ds-max It seems like the ODOL format has 1 vertex normal per vertex, so there is no distinction after binarization if they both use 15 bit buffers. I can see that you can predict your proximity to those buffer limits by counting the number of vertex normals on an unbinarized model, though. Nice max script, btw! edit: I've never personally reached the limit. I guess you're saying that there is a limit in O2 that prevents you from ever seeing the binarized model's limit in d3d? Edited July 14, 2011 by Max Power Share this post Link to post Share on other sites
Baraka 10 Posted July 14, 2011 I guess the limit will be around 2,3 million polys for each model. Remember some next-gen games have 5000 polys only for their grenades! Share this post Link to post Share on other sites
nodunit 397 Posted July 14, 2011 Ah but grenades dissapear ;) Share this post Link to post Share on other sites
Windexglow 10 Posted July 14, 2011 Vertex normals are important. But so is a properly made normal map. Share this post Link to post Share on other sites
PuFu 4600 Posted July 15, 2011 I guess the limit will be around 2,3 million polys for each model. Remember some next-gen games have 5000 polys only for their grenades! 2-3 million per model? really? Where did you get that from? 5k per grenade is not unheard from, but the difference between that and a couple of millions is HUGE! Tell me one game that has that amount of MODELLED geometry existing today... From what i've heard from my sources, the same A2 polycount will stay for A3. Share this post Link to post Share on other sites
Baraka 10 Posted July 15, 2011 2-3 million per model? really? Where did you get that from? 5k per grenade is not unheard from, but the difference between that and a couple of millions is HUGE! Tell me one game that has that amount of MODELLED geometry existing today...From what i've heard from my sources, the same A2 polycount will stay for A3. It was a joke, don´t worry. Share this post Link to post Share on other sites
odyseus 19 Posted June 25, 2013 hey guys i hope i m not going off topic, but is it ok to buy 3d models lets say for example from turbosquid to make an addon!? :/ du no! Share this post Link to post Share on other sites
max power 21 Posted June 26, 2013 hey guys i hope i m not going off topic, but is it ok to buy 3d models lets say for example from turbosquid to make an addon!? :/ du no! It depends on the turbosquid license. One assumes turbosquid has the right to sell the content on its website. Share this post Link to post Share on other sites