Topic: vertex limit  (Read 1416 times)

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Offline marstone

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vertex limit
« on: September 16, 2009, 05:03:52 am »
I remember seeing a conversation here trying to figure out how many polys can be in a SFC:OP model.  I have been going through the MOD format and it seems the limit is not on the polys but on the vertexs. 

They use a short to keep track of the offset into the vertex array.  So you are limited to 65,536 vertexs for each LOD in the model. (I assume the LOD is a indivdual section that isn't attached to another part of the model.  But not for sure).

Thought I would post this before I forget about it.

*edit*
Okay, about 20 seconds after posting this I remembered what LOD stood for.  But my break was over and couldn't correct it.
LOD=level of detail

Mod format holds I believe up to 4 LOD models to use depending on distance.
« Last Edit: September 16, 2009, 06:05:50 am by marstone »
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Offline Centurus

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Re: vertex limit
« Reply #1 on: September 16, 2009, 08:09:31 am »
Most people don't even use LODs anymore when making models.  That's not to say some don't, cause I know a few that do, but most don't bother with them at all.

But you bring to mind an interesting thought: Why isn't poly count a factor.  Oh well.
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Offline FoaS_XC

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Re: vertex limit
« Reply #2 on: September 16, 2009, 12:06:30 pm »
65,536 is still a very decent amount. The Highest res model I've ever made for SFC was 16,424 triangles which is the upper limit for non-glitchy gameplay for my system, but it only had 9,154 vertices - well within the limit. A 65,536 vertex limit may be the theoretical limit, but it definitely isn't the practical limit.
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Offline candle_86

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Re: vertex limit
« Reply #3 on: September 16, 2009, 06:00:51 pm »
well it is practical depending on the rig your running it on, a fast CPU with plent of ram will do it fine, but its illogical to build such a model as the games stanard zoom causes alot of loss in quality anyway

Offline FoaS_XC

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Re: vertex limit
« Reply #4 on: September 16, 2009, 10:32:21 pm »
you're comment makes no sense to me. Standard Zoom? loss of quality? please explain.

65,536 vertices is not a practical limit - it is a engine maximum. If every third vertex creates a polyon, and its a solid mesh (meaning, each polygon is attached at the edge to another polyon) and you have 65k verticies thats going to be about 128 THOUSAND triangles. i want to see a rig that can run full fleets of ships that high on the SFC engine and still have playable FPS. What I'm saying is simple that this may be a programming-capped maximum, but it isn't a practical limit. The practical limit exists well below that (what exactly it is will vary from person to person as well as rig to rig, but for me its about 15k polies).
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