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Modding Tutorials Information and tutorials related to modding BF2.

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Old 2007-11-12, 03:53   #11
Desertfox

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Is this taking into account attachment like the RWS? Or is this just stand-alone with attachments and tri count doesn't matter when you add say the RWS?
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Old 2008-06-01, 06:24   #12
Kaijleor
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Default Re: Modelling Resources - Polycounts & LODs

OK, got the limits
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Last edited by Kaijleor; 2008-06-04 at 19:47..
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Old 2009-09-03, 20:04   #13
Hauteclocque
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Default Re: [Modelling Resources] Polycounts & LODs

Hi,

Can someone made a new spreadsheet with the tricount this time ? I mean an average for each type of vehicle, weapon, etc, even small things like grenades.
It would be very useful since you ask us to tell for a model numbers in tris on no more in polys to imagine in game performances.
It's also a good reference for new modelers or veterans who work for community factions or for themselves and it would avoid disturbing poor DeVs asking them how should an object does as tricount. (I think Tonnie is a good example )

Thank you very much.

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Old 2009-09-13, 10:42   #14
162eRI
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Default Re: [Modelling Resources] Polycounts & LODs

Can someone please update this thread as we are using tricounts now! I know I see somewhere on this forum a thread about the tricounts of vehicles, weapons, ironsights etc... (can't find it)
Would be very helpful as we are currently optimizing all our models.
Thanks!
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Old 2009-09-13, 18:42   #15
Z-trooper
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Default Re: [Modelling Resources] Polycounts & LODs

Tri count guidelines are pretty much useless as it really depends on the vehicle.

However, to give a triangle roof: 12K which is the most detailed vehicles in PR.
That being said, 12k shouldn't be used on a fishing boat, there should be a reason for it.

Really the best thing to do is post up wireframe shots along with tri counts so we can take a look at it.


"Without geometry, life is pointless"
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