How to Upload Avatars Above 20k Polys

#1

Default What is the limit in polygons for Medieval 2 models using the 4gb patch?

Hello, i was wondering if anyone knows where the limit is for polygons/vertices etc regarding Medieval 2 models after applying the 4GB patch required for all the recent mods to function - such as Warhammer: BotET, WarcraftTW and Tertiary Historic period: DAC.

- A guide from back in 2006 said between 600 - 700 pixels for the original, and that is very low indeed.

- A guide from 2010 said nether 6k polygons is fine, above 6k and people would complain about lag.

Thing is, the Rome: Total War modification "Total State of war: 1942" is using tanks with an 8k polygon count - and so Med2 would be unable to handle what Rome can handle if the polygon count were beneath 6k.

I do believe that the patch has fabricated Rome better besides.

The question is, if Rome tin can handle 8k polygons without laging when patching it - what can Medieval 2 handle?

I need to know, because i have gotten a tank from Dagovax - 1 of the creators of Total War: 1942, and it'due south on 20k polygons in it'southward best grade. I am non certain how many polygons the Warcraft models have but they are of great quality and practise not lag. Sometimes they cause CTD if they are besides big and too many.

In any case, i want to test adding a working Japanese tank to Republic of Red china: 1924 - which i have permission to release at moddb - gotten from the creator subsequently asking in person.

- I am not sure if the tank needs to exist lowered in quality or non.

I have an outdated WW1 British tank and an outdated WW1 plane in the mod, but they CTD mid-battle - i am going to permit my teammember Bantu check them out to see if they accept any errors with vertices or such. Can't exist used when they CTD in the heart of battles all the time.

- Simply Dagovax, after i joined his team for Total State of war: 1942 has immune me to apply the models of that mod in 1924. That is why i desire an guess on what would exist best in terms of model quality - we could simply use RTW quality but i exercise recall the models should exist equally expert looking every bit Med2 allows. Currently i am only interested in testing ane tank and one airplane.

- So past finding out what levels of vertices and polygons information technology should use for Med two, i would avoid issues with hardcoded limits or lag - the 4gb patch makes the game able to handle more. Equally such the old recommendations don't utilise.

Last edited by Mr_Nygren; October 16, 2018 at xi:00 AM.

Be your friend'due south, true friend. Return souvenir for gift. Repay laughter, with laughter once more
only betrayal with treachery.

- The Havamal


#2

Default Re: What is the limit in polygons for Medieval ii models using the 4gb patch?

Considering that the evolution of PC capabilities has been rapid since 2010, I would not exist surprised that people idea Med ii could merely handle 6k polys at max, nonetheless, this engine is far more versatile than people give credit for. In DATW for instance, the polycount for units is around 12k-15k polys at max, and other Med ii mods accept gone even higher. Whether or not this causes lag depends on the 4GB Patch, graphic settings, and the player'south hardware.

Bear in listen that in that location is indeed a polycount max for Med 2, which if exceeded, volition cause the game to crash. I've heard it'southward around 40k. Whatsoever polycount over 20k-25k though will crusade significant lag. Optimally, Med two models should be around 8k-15k, then you don't need to lower the tank's quality at all.


#3

Default Re: What is the limit in polygons for Medieval 2 models using the 4gb patch?

Quote Originally Posted by Celtic Magister View Post

Considering that the development of PC capabilities has been rapid since 2010, I would not exist surprised that people idea Med 2 could only handle 6k polys at max, however, this engine is far more versatile than people give credit for. In DATW for instance, the polycount for units is around 12k-15k polys at max, and other Med 2 mods have gone even higher. Whether or not this causes lag depends on the 4GB Patch, graphic settings, and the histrion'southward hardware.

Acquit in listen that in that location is indeed a polycount max for Med 2, which if exceeded, volition crusade the game to crash. I've heard information technology's effectually 40k. Any polycount over 20k-25k though will cause pregnant lag. Optimally, Med ii models should be around 8k-15k, and then you don't need to lower the tank's quality at all.

Howdy Celtic Magister,

- Thank you for your answer! I volition endeavor to get a model in the size yous suggested between eight and 15k polygons.

Every bit you say people might accept thought it was the engine with a 6k limit, when the lag might take been due to the sucky computers dorsum then as well - with the 4GB patch things are profoundly improved as well.

I likewise recollect the reason the WW1-tank and the ww1-plane is causing a CTD is due to them being counted as elephants and having trouble in melee combat. I call up perchance Hyrule/Warhammer tank-animations could solve that for the tank.

I would use the British WW1 tank for all the factions rather than using Hyrule/Warhammer tanks, merely if i have no choice i would probably use an Hyrule tank. The WW2-tank would be best but then i would need a modeller such as Bantu Chieftain to assistance me rig it.

- And he has his hands full with Warcraft - Dagovax is kind enough to aid but lacks skills with Med2-models and as such they are CAS turned into 3DS when they demand to be MS3D - i will try to convert the model to MS3D and send to Bantu. If i get that Japanese WW2 tank and then Japan and the Republic of China would use it. - Britain and the W would use the older British tank lol - even though it would have improve stats than a WW1 tank.

Possibly i could become a Soviet WW2-tank, likewise equally WW2-tanks for the British, the U.s.a. and the French.

- Germany isn't in the modernistic.

The modern without tanks wouldn't exist as fun and then i run across that equally a big priority to fix. I know the latest Chinese release has cool tanks and planes but they don't release it to the public for free so i am kinda shut-out of the 1.ii version and volition take to deal with the older 1.0. Also, the improved version is in chinese language fifty-fifty though i would accept loved to use the tanks and planes inside of it.

Terminal edited past Mr_Nygren; Oct 16, 2018 at xi:57 PM.

Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
merely betrayal with treachery.

- The Havamal


#4

Default Re: What is the limit in polygons for Medieval ii models using the 4gb patch?

My latest release (peasant crossbowmen) will be in the range of slightly over 30k triangles in the lod0 for the entire mesh set (all figures variations).
I have also made the other lods just I have tested the lod0 alone and information technology works just fine on a 2006 GPU, with the best graphics settings in the game.
The totality of polygons the game engine can handle far-far exceeds the amount of polygons that milkshape can handle per model (in the range of 30K, depending on groups).
Milkshape is the limitation.

Spoiler Alert, click show to read: 


#5

Default Re: What is the limit in polygons for Medieval ii models using the 4gb patch?

@Mr_Nygren, You are welcome! That tank model'southward looking great. Because unit of measurement size on those are pretty low, you could go away with those being xx-25k polys I'll wager. Aforementioned goes for any other vehicles such as planes or perhaps battleships in that modernistic.

@Paleologos, You might merely exist correct, however, whether or not high poly models cause lag depends on lod levels and sprite rendering distance prepare in the BMDB. I prefer being as minimal equally possible polycount wise merely to make sure the game runs well for all players, regardless of hardware settings. That said, I know some converters such as Zarathos' Modeller'southward Toolbox will throw an error when trying to covert a model that is over 40k polys to .mesh.


#6

Default Re: What is the limit in polygons for Medieval 2 models using the 4gb patch?

I would remember the tank problem is the elephant in the room

Several mods have used the skeleton for models of this type, nearly famous I remember is TATW's Balrog and CoW'southward steam tank. Their presence does make battles crash decumbent, what exactly the event is no-ane is 100% sure given the number of variables in the mount's fix and information technology's specialized animations.

Just in case you find yourself with as well many vertices or demand to reduce graphic load via LOD models***, then this might come handy.

*** Zooming out on a big calibration battle that merely uses ane high poly LOD per unit can be similar walking into a wall


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Source: https://www.twcenter.net/forums/showthread.php?790126-What-is-the-limit-in-polygons-for-Medieval-2-models-using-the-4gb-patch

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