Qhimm.com Forums
Miscellaneous Forums => General Discussion => Topic started by: kicker on 2011-12-29 00:51:43
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Hi guys. I am currently working a re-designing a couple of characters from ff-vii and i would like to know what are the limits of the triangles etc that i shouldn't exceed so that my characters can actually be playable?? I know people have already answered this question somewhere. But i've been through most of the forum and i can't remember were it was.
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I cannot remember exactly but it was something like 65535 per p file i think. This would be the maximum the game engine could handle. The practical limit would be much lower. Most of the Team avalanche models are around 5-6000 tri's. I am sure you could easily get away with 5x that if you wish.
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Thanks for the tip. This will make it much easier for me to work on my project. :) Is that limit the same for his limit breaks as well? Since his limit breaks makes him change into monsters should i play around 5-6000 tri's for them as well? or Is the limit lower than that?
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I couldnt really say for sure. I believe it is considered a new model so it should be fine. But you are kind of charting untested waters here. Aali may be able to give you more information though.
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The hard limit is 65535 *vertices* per *group*, where a single .p file can contain more groups than you will ever need.
I can tell you that you'll most likely run into performance problems with worldmap/field models before they become a problem in battle. Beyond that, you tell me how far you can push it before it goes down the shitter.
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haha. I hope i'll be able to make till the world model. I'll first start with the battle models even though it will be hell for me. I'm quite new to modeling/texturing. I want to see how will it turn out with the skeleton of the model. A lot of people tried to mod vincent but they had difficulties. Cross your fingers for me and thanks for all the help :-D :-D i will push it till you can't flush it out anymore Aali :P