What's the avergae polycount of a level?


DelvarWorld
01-10-2004, 07:23 PM
I'm working on my own game and engine, and the collision is pretty picky when it comes to how many polygons it's reading and interacting with. The game is going to be similiar to DoD in terms of quality, so I was wondering what type of polycount a good DoD level has? Such as ava or anzio, I'm finding a level polycount of 7 to 10k works quite well for me, but I'd like to compare those numbers to dod.

Kamikazi!
01-10-2004, 07:37 PM
For a wpoly count you can fly above the map in spectator and turn r_speeds 1 on, this should give you a good # of faces in the level. However, func_ type ents and epoly won't be registered when doing this, but that doesn't matter for epoly as map model props in dod don't have collision. They are made by using world func ents.

DelvarWorld
01-11-2004, 12:20 AM
Yup. That answered my question.

So does anyone know?

Ca-Chicken-Soup
01-11-2004, 01:14 AM
if u read the tuts that come with worldcraft, they explain a lot. I think the max u want is about 800 pollys on a screen at one time, using r_speeds 1

Ginger Lord
01-11-2004, 03:10 AM
Map should never go above 1000 wpoly and 10000 epoly.

01-12-2004, 02:56 PM
see the thing is most mappers only know w_poly by what you see.

in the HL engine the VIS calculations allow it too look good becuase it restricts what you see. if you truly want it it to be HL quality your going to have to find some way of not rendering the entire level at once.

visible at once in aHL map u aim for aroun 900 w_poly and 10000 e_poly MAX. how that would translate into direct polys on your engine i don't know.

mebe if u e-mail the dev team they could tell u how many faces their map has, seeing as they are compile log lines they should have the info lying around.

Thrik
01-12-2004, 03:08 PM
Indeed, if you haven't at least got efficient portals and LODing you might as well totally forget about achieving a kind of detail anywhere close to DOD.

But I'd assume that you do, in which case all you need to know is how many are on-screen at once on average ... which has been answered. It makes no difference how many are in the entire map as it isn't an issue whilst rendering ingame (unless you hit the face limit).

DelvarWorld
01-12-2004, 03:32 PM
Indeed, working on the vis portals has been a real bugger. My current option is to load the level in chunks and hide what you can't see, but it's far from perfect. But I can get a slightly decent level that I've made to run at a good 80-100 fps on my system. Even though DoD runs at 130 fps with more detailed levels...well, for one man working all by my lonesome, it's not doing that badly.

Then again this all sounds a little grandiose for a 17 year old kid using Dark Basic. But the love is there.

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