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« Reply #4500 on: October 03, 2011, 06:30:36 PM » |
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7000 for stages 5000 for chars
1 model in Isle Delfino has 28291 faces.
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« Reply #4501 on: October 03, 2011, 07:26:41 PM » |
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...Anyways, would the lag have to do with the vast amount of polygons?
A face is (usually) half a polygon. They're talkin' about that already. Right build + road = OK Left build + road = Lag
Also, as was pointed out before, there's clearly just something wrong with the building on the left. I don't think it's related to the number of polys. I think that also proves that Blackjax's problem isn't the number of faces either.
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« Last Edit: October 03, 2011, 07:33:01 PM by Justin712 »
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If you've got a minute, check out my portfolio! I'm always lookin' for fun projects to do, so if you think you'd want my help, just let me know! I do all of my own modeling, texturing, rigging, and animating.
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« Reply #4502 on: October 03, 2011, 08:37:45 PM » |
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A face is (usually) half a polygon. They're talkin' about that already.
Also, as was pointed out before, there's clearly just something wrong with the building on the left. I don't think it's related to the number of polys. I think that also proves that Blackjax's problem isn't the number of faces either.
yeah... what i did was went through the left building, and removed some of the buildings in that model, hopefully that'll work O.o
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« Reply #4503 on: October 03, 2011, 09:00:26 PM » |
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yeah... what i did was went through the left building, and removed some of the buildings in that model, hopefully that'll work O.o
It has nothing to do with the polycount/faces/etc.
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« Reply #4504 on: October 03, 2011, 10:07:06 PM » |
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Har. Had no idea about the polygon/face thing.
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Asbel: "To protect those close to us!" Malik: "To be a completely badass!" Hubert: "To be a Tsundere nerd!" Richard: "To be completely FABULOUS!" All: "WE ARE THE TOGF MANLY MEN BRIGADE!" -kazemaru95421  [PICTURES REMOVED. Reason: All signature pics must fit a 695x200 frame, even when inside a spoiler.]
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« Reply #4505 on: October 03, 2011, 10:21:47 PM » |
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I would think, with you using several OBJ imports, that it'd be a file size issue. What are you going to accomplish with 3 (four including a skybox) that you can't accomplish with combining them all into one?
Disregard, I read that as freezing, not lagging. Though you should still try my suggestion
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« Last Edit: October 03, 2011, 10:27:56 PM by TommoPuppy »
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« Reply #4506 on: October 03, 2011, 10:48:08 PM » |
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I would think, with you using several OBJ imports, that it'd be a file size issue. What are you going to accomplish with 3 (four including a skybox) that you can't accomplish with combining them all into one?
Disregard, I read that as freezing, not lagging. Though you should still try my suggestion
its not filesize issue... its briefly 1.92MB... and i've managed to fix the lag issue by deleting some of the materials in the 2 building OBJ models that wasnt needed.. still not really sure y it would lag like that tho, but o well
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« Reply #4507 on: October 03, 2011, 10:50:05 PM » |
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Har. Had no idea about the polygon/face thing.
It ain't nothin'.  Also, I would still try that, DSX8. Even if it's not the number of polys you might find which part of the model is giving you trouble. Check for over-lapping faces and other such things. Usually that just causes flickering, but ya never know. It also might be material-related, so try applying building 2's texture to it or something. Just some ideas.Glad ya got it workin!
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If you've got a minute, check out my portfolio! I'm always lookin' for fun projects to do, so if you think you'd want my help, just let me know! I do all of my own modeling, texturing, rigging, and animating.
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« Reply #4508 on: October 03, 2011, 10:53:27 PM » |
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haha yeah... the cause of it was some of the buildings in the far back of the stage, which had unfinished materails to it and they looked a bit messed up in 3ds max once i zoomed in on it lol O.o
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« Reply #4509 on: October 04, 2011, 05:03:13 AM » |
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actually... BJ's right about a brawl stage having 23000+ polygons. wich goes completely against the 7000 face standard I heard...
btw, polygons are faces. they follow the primitives from triangles to quads. (quad-strips for my format)
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« Reply #4510 on: October 04, 2011, 05:30:33 AM » |
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23000 polygons!? for just ONE stage!? Ouch. No wonder why my parents said I wouldn't have the capacities to work at Nintendo... Well, at least my ENTIRE family (especially my godparents) gave me extra SDK stuff (TOO expensive for most people), but none of us even know how to run it on my Wii 
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I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry! 
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« Reply #4511 on: October 04, 2011, 05:40:05 AM » |
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23000 polygons!? for just ONE stage!? Ouch. No wonder why my parents said I wouldn't have the capacities to work at Nintendo... Well, at least my ENTIRE family (especially my godparents) gave me extra SDK stuff (TOO expensive for most people), but none of us even know how to run it on my Wii  well... I don't even know how to prep a game for development using the SDK...
lemme guess... the extra stuff was a program (not recalling name), and info that gives you a login key.
you could save me the work of hacking the SDK by PM-ing me the key you know  (I won't give it out if you tell me not to, you already know that)
EDIT: you run the SDK on your compy. it builds a wii game for you.
I've gotten the SDK working, but I need a key in order to use it...
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« Last Edit: October 04, 2011, 05:44:57 AM by Tcll »
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« Reply #4512 on: October 04, 2011, 05:59:17 AM » |
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sorry for not following the thread and all that stuff, but is it possible to view multiple mdl0s in the released brawlbox?
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« Reply #4513 on: October 04, 2011, 06:37:47 AM » |
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sorry for not following the thread and all that stuff, but is it possible to view multiple mdl0s in the released brawlbox?
yes, it does
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Stupid Tinypic :C
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« Reply #4514 on: October 04, 2011, 07:06:58 AM » |
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how exactly??
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