model effect on r_speed?


josh_u[RR]
02-14-2005, 05:15 PM
guys, I'm curious which way to go here. I'm making a POW camp map so a large part of the map is going to be surrounded by fencing. currently I have a very nice model (thanks wt) of some barbed wire across the top, but I don't want this to kill the frame rate. using a barbed wire texture wouldn't look near as good, but if I am taking a big hit on frame rate, I'd rather allocate those resources somewhere else. here is a pic of a small section of the fence so that you can see what I'm talking about.
http://josh.whatsupslc.com/map/rogans_fence1.jpg

basically I'm asking, how do models effect the engine in online play? can I have craploads of them like this with no problems, or am I better off with brushes and textures?

BTW, I know the textures on the building, ect..aren't right. they are just placeholders while I am building the brushes. :D

Zyndrome
02-14-2005, 05:40 PM
Models are counted as entity polygons (epoly), and the HL1-engine can handle much more of those than world polygons. Though, some players get insane fps drop-downs when close up to a model with transparent textures (I have that problem, drop from 100-90fps to 30fps, omg). Don't just overuse them though, heh.

travis
02-14-2005, 06:49 PM
classic example for me is on donner, that bis ass tree near allies 2nd, i get better fps looking down the middle than i do at that tree, seeing a drop from 100 to 60 is bad :E

Watchtower
02-14-2005, 06:54 PM
the model can be scaled on the horizontal axis to make it longer without adding any extra polygons.

This is how I was able to make a large hedge-like model with only 52 polys.

josh_u[RR]
02-14-2005, 11:00 PM
Originally posted by Watchtower
the model can be scaled on the horizontal axis to make it longer without adding any extra polygons.

This is how I was able to make a large hedge-like model with only 52 polys.

so I can change my 30 or so models into one big one? cool, how do I do that :D

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