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arma 3 poly limit

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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

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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.

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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 by Max Power

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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!

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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.

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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.

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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!

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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.

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