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Poly counts

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

Post Mon Jan 10, 2005 12:42 pm

Poly counts

How many polygons can an average ship have in freelancer?

I have searched the forums but i couldnt find any info about it

no sheep were harmed in sending you this message, the one who was had it coming

Post Mon Jan 10, 2005 2:25 pm

well there is no default to my under standing, but to make sure that you don't cause tooo much lag i stay with in 500 - 3000 polys, freelancer ships stick around 6000....

Post Tue Jan 11, 2005 7:59 am

ok thanks, can it be more for singleplayer?

no sheep were harmed in sending you this message, the one who was had it coming

Post Mon Mar 07, 2005 1:55 pm

i discovered that ALOT of FL ships have a HUGE surplus of needless and wasted polys(Valkyrie, Defender, drone)

you should try to keep it by default as low as possible, but try to keep it under 3000 anyway

i can only say im good, nothing more...

[imghttp://dtx.gag-studios.net/DTX_bannerV3-2-21.gif[/img

Post Mon Mar 07, 2005 3:22 pm

I have seen ship packs released with fighters that have over 10,000 polys that ran just fine. So if you're just making ships for your own use then you won't have a problem.

On the other hand if you intend to add such ship to the game and have NPC's fly them then you'll have issues because a screen full of those will cause serious slowdown (unless you have the latest greatest PC loadout).

As a general rule Itry to keep NPC ships below 3000 polys and player-only ships below 5000.

Post Mon Mar 07, 2005 5:13 pm

@windjackal:

While every developer's going to reach different conclusions about these sorts of things... our mod's target for fighters, which are on the screen a lot, is 3000 or less, period. You can do a lot with 3000- plenty of complex curvature, etc. that looks decent.

@PantherX:

Models with more than 8,000 polys are currently impossible, if I recall correctly- the only CMP exporter we have, which was designed for MS3D, cannot do larger polycounts (this is apparantly because previous versions of MS3D couldn't handle such complex objects). As a 3D artist... I think that if you need more than 8,000 polys... it'd better be something very, very large and very, very complex, that players see ONE of on the screen at a time, or... don't build it. People who use more than 5,000 on a fighter are either really lazy or inexperienced.

The other critical problem, which often gets ignored by modelers, is texture memory usage. People often texture their models with multiple DDS/TGA textures of 256X256 and up, instead of skinning their entire model with one UV-mapped texture. DA did use a lot've multitexturing, but they also re-used their textures all the time- the same textures show up on lots of different ships, stations and other objects. I try make every ship in our mod use a single 1024X1024 DDS (for a very detailed, large object) down all the way to 128X128 (for objects like weapon models, where you can often get away with a very low-rez).

@DTX:

I'm not sure I agree about there being a lot've wasted polys in FL's modeling. Have you looked at them with the CMP importer in MS3D?

The "base" models (i.e., the first LOD, or highest-detail meshes) actually are pretty efficiently modeled, I think. If you look at the polycount on, say, the Bretonian fighter's first LOD, it's 1525 polys... pretty darn nice, for something with that much complex curvature. But when looking at the fighters... I can't say that I see a lot've areas that could've been better-optimized. It's clear that DA went over every bit of those ships with a very firm goal to keep under 1500 polys.

Now, 1500 is a bit low to get really smooth curves, even with welding to take some of the obvious edges away, and the FL ships do have some areas of curvature where they're distinctly boxy by today's standards. But they're very efficient, imho, and make very good use of single-skin technique.

Could they be better? Yes, there are a few areas where they could've been better- if the modelers hadn't had to worry about the fact that parts of FL ships have to be able to break off when damaged. Those are the main areas that aren't perfectly efficient... but one can understand the tradeoffs involved there.

Post Tue Mar 08, 2005 3:40 am

i used the CMP importer for milkshape, then i export that model to a autodesk .3ds...

im a complete nut with milkshape, but just about one of the best modelers with 3Dstudio max6

i can only say im good, nothing more...

[imghttp://dtx.gag-studios.net/DTX_bannerV3-2-21.gif[/img

Post Tue Mar 08, 2005 5:07 am

Just to throw a couple more cents in here...


I also try to keep my models at approximately 300o polys or less, unless thay are pretty big ships, we then use less of big ships in encounters to decrease lag..

It all comes down to more polys less ships, less polys more ships..

Giskard wrote a whole piece on the number of polys per ship and its effect in Freelancer. I have reprinted it several times and if you want it I can probably find it but you could search under his name, it may turn up..

I have played mods that were laggy even in SP as they werre crammed with ships and I know from experience in MP an over abundance of capital ships can cause pretty bad lag.

Also something that is often overlooked.. import a few lod1's of weapons and add the polys from them plus the polys from torps, cms, pilot and the like and you possibly double the number of polys per ship that need to be displyed, then cram in a heap of high poly models that bristle with weapons etc.. and the game starts to have trouble.

Harrier.

Post Tue Mar 08, 2005 11:35 am

@Argh

I beg to differ.

In the Ship PAck Ver 1.01 released by Firebase the Blackspecter weighs in at 10,751 polys. I have also extracted other fighter models from ships packs released here at TLR that were over 10,000 polys.

Impossible? Not really. Sensible? Definitely not!

Regarding textures. It really depends on what you're working on. If you're working on a ship line it makes sense to use smaller textures and tile them on multiple models (as DA did) rather than a single large texture for each model.

Post Tue Mar 08, 2005 4:17 pm

@PantherX

Hmm... I guess that I must be wrong then... I've never tried exporting anything with that... ah... bloated... a polycount before, and I'd read previously around here about the 8000 limit, but hadn't bothered testing it myself... not that I would inflict it on players anyhow

Post Tue Mar 08, 2005 7:28 pm

I think that we should post basic modelling 'rules' for prospective modellers so that we don't get to many of those. Just a simple guideline to follow for poly counts and texture sizes nothing authoritarian.

You won't believe how many 5+ meg .mat files I've seen .

Post Tue Mar 08, 2005 8:29 pm

If we could get somebody to sticky it after writing a guide like that, it might be handy. I'd hate to invest the time to write something like that and then have it get buried in a month

The average size of my CMPS for Warriors of the Sky is about 300K. That *includes* the DDS texture along with the mesh- I use the MAT exporter to export the MATs directly into the CMPs, so that I don't have to litter my mod with MATs (which are pretty pointless for my mod, since I don't make use of tiled textures or reuse them).

Edited by - Argh on 3/8/2005 8:32:46 PM

Post Wed Mar 09, 2005 3:10 am


In the Ship PAck Ver 1.01 released by Firebase the Blackspecter weighs in at 10,751 polys. I have also extracted other fighter models from ships packs released here at TLR that were over 10,000 polys.


ARE YOU F*CKIN KIDDIN ME!!!, THOSE SHIPS ARE HUGE!!!!!!!!!

i can only say im good, nothing more...

[imghttp://dtx.gag-studios.net/DTX_bannerV3-2-21.gif[/img

Post Wed Mar 09, 2005 9:41 am

Well Ive put 15k poly ships in. But the 17k poly wouldnt work. It kept screwing up FL so the limit must be somewhere between 15k and 17k

Photoshopper / Render Artist / 3d Modeller / CGI / Animation / Sig Creation

Post Wed Mar 09, 2005 11:01 am

I know Slave1 model has 10k or so polygons and works nicely without apparent slow down. Perhaps this should be considered the upper limit for 'safety'?

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