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Polycounts

The general place to discuss MOD''ing Freelancer!

Post Sun Aug 31, 2003 9:46 pm

Polycounts

New to freelancer and of course jumped straight into modeling a ship.

Done a quick 5 min ship to test and well impressed on how easy it is to get im-game.

Basically could all those who have completed a ship please advise me of the polycounts on their ships and performance difference for those if any who have made high-poly ships.

any feedback would be great as my first ship will be around 1000 polys, but I did notice Imagines post he said 5000-12000 would do, but these seem way to high compared to those in game.

Post Sun Aug 31, 2003 9:48 pm

i've heard staying around 3000 is a good thing...i have ships well under 500 ..i have one under 200

GAG

Post Tue Sep 02, 2003 8:08 am

i would suggest lower than that, if you can stay arund 1500 to 2000 the reason for this is when all your added weapons,shields,thrusters etc are added onto you ship it can almost double the amount of polys on your ship. if you look at the games own models they seem to stick to this also (except the cap ships)

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