New Resource Limit Being Added To The Guidelines
Cagey
Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
<div class="IPBDescription">"baseline" e-poly for non-command view</div> I've emailed back and forth with Flayra about how to handle the e-poly limit after requests for a guideline in <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=37411&hl=epoly&st=0' target='_blank'>this thread</a>, and here's what the official standard is going to be (I still need to clarify and condense this before writing the Mapping Guidelines addition):
Instead of restricting the raw e-poly number that you see when looking at r_speeds (which the mapper has no control over), the Mapping Guidelines will limit the "baseline" e-poly on a map--the e-poly placed into a scene by the mapper. When counting "baseline" e-poly you'll only need to pay attention to models that you place as a mapper--hives, comm chairs, nodes, and any custom map models you use. Your weapon view model doesn't count toward the limit. When counting node e-poly, use a worst case number of 638 e-poly (the amount that an alien capped res node requires) even if the alien structure hasn't been built on the node. Hives are 1395 e-poly apiece, and comm chairs are 802.
The "baseline" e-poly on your map should never exceed 2100 when a player isn't in the commander view. The number is meant to cap the load placed on the renderer at approximately what the worst case would be without any custom models being added to the map (alien node + hive in the same view = 2033). It's possible to have a comm chair and double res node or a triple res node under the limit, but neither is recommended for gameplay <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. This gives the mapper/modeler team some flexibility without impacting the worst case performance of the game.
If you don't include custom mdl files in your map, you can safely ignore this requirement unless you build a double hive room or hive double node room (automatically over the limit in both cases, but unless you're building a fun map... why?). The easiest way to check this number is to turn off your weapon model and play the map solo with sv_cheats on--remember to add 500 e-poly for uncapped nodes or 66 e-poly for marine nodes that could be taken by aliens and you'll have a "baseline" measurement.
Some numbers:<ul>
<li>Hive: 1395 e-poly
<li>Comm Chair: 820 e-poly
<li>Alien node structure: 500 e-poly
<li>Marine node structure: 434 e-poly
<li>Res node (uncapped): 138 e-poly</ul>
Instead of restricting the raw e-poly number that you see when looking at r_speeds (which the mapper has no control over), the Mapping Guidelines will limit the "baseline" e-poly on a map--the e-poly placed into a scene by the mapper. When counting "baseline" e-poly you'll only need to pay attention to models that you place as a mapper--hives, comm chairs, nodes, and any custom map models you use. Your weapon view model doesn't count toward the limit. When counting node e-poly, use a worst case number of 638 e-poly (the amount that an alien capped res node requires) even if the alien structure hasn't been built on the node. Hives are 1395 e-poly apiece, and comm chairs are 802.
The "baseline" e-poly on your map should never exceed 2100 when a player isn't in the commander view. The number is meant to cap the load placed on the renderer at approximately what the worst case would be without any custom models being added to the map (alien node + hive in the same view = 2033). It's possible to have a comm chair and double res node or a triple res node under the limit, but neither is recommended for gameplay <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. This gives the mapper/modeler team some flexibility without impacting the worst case performance of the game.
If you don't include custom mdl files in your map, you can safely ignore this requirement unless you build a double hive room or hive double node room (automatically over the limit in both cases, but unless you're building a fun map... why?). The easiest way to check this number is to turn off your weapon model and play the map solo with sv_cheats on--remember to add 500 e-poly for uncapped nodes or 66 e-poly for marine nodes that could be taken by aliens and you'll have a "baseline" measurement.
Some numbers:<ul>
<li>Hive: 1395 e-poly
<li>Comm Chair: 820 e-poly
<li>Alien node structure: 500 e-poly
<li>Marine node structure: 434 e-poly
<li>Res node (uncapped): 138 e-poly</ul>
Comments
No but really, this is good to know.
The hive model is high-poly and it stays high-poly, because a low-poly hive is totally unimpressive. Don't you remember when you first saw the model and said: "Wow, that is a pretty good looking hive!"
I hope NS will be shifted to HL2 and the mapping guidelines will be updated with baselines of 10000 e_poly minimum for reasons of competing with the standard, hehe. No fear, HL2 will have LOD anyway. So it might still run as smooth.
*imaginesLODinHalf-Life1* erm... it is not possible with the current sourcecode from valve to implement some LOD, is it?
I should know, I used to be one <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
No, no, you see, the point is to try and limit the polys that are present <i>in the first place</i>. Obviously you can take any area you want and cram it full of all sorts of stuff and ramp up into the 3000+ range. However, if you have 3500 epoly in the first place, that's just that many fewer buildings you can place before there are problems. Manually capping what the mapper places can help reduce, but of course not eliminate, this sort of occurence.
It's like considerations in wpoly count between high and low traffic areas. If you know an area is high traffic (or will be high traffic), you generally will keep the overall polycount further away from the upper limit of whatever you're working with. However, with the ability to build structures, now think of <i>every</i> spot on the map as a potential "high concentration" area. Does that kinda make sense?