Author Topic: BC Limitations  (Read 1137 times)

Offline lint

  • Posts: 599
  • Cookies: 211
BC Limitations
« on: November 29, 2007, 01:45:37 PM »
Does anyone know if BC has a limit on poly's for ship and/or maximum supported texture resolution and if it does what are they?.
Thanks!

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: BC Limitations
« Reply #1 on: November 29, 2007, 02:00:05 PM »
I heard that for bridges poly count limit is at about 10000 polys and for ships 30000 but I'm noob when it comes to modelling part :lol:

Offline Nighthawk

  • |______[o]_|
  • Posts: 750
  • Cookies: 18
Re: BC Limitations
« Reply #2 on: November 29, 2007, 02:07:40 PM »
Does anyone know if BC has a limit on poly's for ship and/or maximum supported texture resolution and if it does what are they?.
Thanks!
AFAIK, it doesn't have limitations. it depends on what GFX you have.
although, it will be better if bridges are around 5000 polies and ships areound 10000 polies, with textures around 1024x1024.
consider that also phaser beams are models, and torpedoes are textures, so you need to give the engine a margin for breathing lol

Offline NeoKaede

  • Posts: 201
  • Cookies: 4
  • We're watching you... scum.
Re: BC Limitations
« Reply #3 on: November 29, 2007, 02:08:55 PM »
BC can accept a fairly big number of polygons. It?s the textures what it struggles with. Legacy said one time he had a 80k polys ship with low res textures running in his installation with very little lag.

Offline lint

  • Posts: 599
  • Cookies: 211
Re: BC Limitations
« Reply #4 on: November 29, 2007, 02:10:37 PM »
haha, i see..
i was talking to someone and they mentioned SFC3 does'nt support ships with over 15k poly's or around that,
I was curious to see if BC had similar limitations  :lol:,

LC prolly has some kick arse, ball breaking computer though :D

Offline Nighthawk

  • |______[o]_|
  • Posts: 750
  • Cookies: 18
Re: BC Limitations
« Reply #5 on: November 29, 2007, 02:33:38 PM »
BC can accept a fairly big number of polygons. It?s the textures what it struggles with. Legacy said one time he had a 80k polys ship with low res textures running in his installation with very little lag.
now that's something I have to try.
if it's true, we can get rid of the textures modding branch lol

Offline lint

  • Posts: 599
  • Cookies: 211
Re: BC Limitations
« Reply #6 on: November 29, 2007, 02:47:14 PM »
thats what im doing with the neghvar.
its turned out bloody nice so from now on i think ill concentrate on more detailed models with lower quality textures,
the poly count may be a little higher but its a major improvment instead of high res textures and medium quality meshes

Offline cordanilus

  • Posts: 492
  • Cookies: 608
Re: BC Limitations
« Reply #7 on: November 29, 2007, 04:05:33 PM »
Yup, I got a 65k poly ship ingame with 1024x1024 textures and my earth model has 4096x2048 textures.  Ya, it depends on your video card for texture support and what your computer can handle in poly count.

Offline Barihawk

  • Ninth Fleet STO Commanding Officer
  • Posts: 766
  • Cookies: 225
  • BC: The Aftermath Member
    • My Released Work
Re: BC Limitations
« Reply #8 on: November 29, 2007, 04:46:26 PM »
There's an inverse tradeoff between polygons and textures. You can make a low-poly model look good with excellent texture work. You can also make a hi-poly model with less detailed textures.

Just don't get near the middle, because a mediocre model with mediocre textures looks like junk.