Author Topic: glest preferences 2010  (Read 2078 times)

Gabbe

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glest preferences 2010
« on: 30 April 2010, 15:06:32 »
What is the preffered texture size in glest? can i make it bigger?

What is the preffered polygonal count in glest, how many would a newer computer do?

Omega

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Re: glest preferences 2010
« Reply #1 on: 30 April 2010, 16:39:20 »
256x256 OR 512x512, depending on how much detail you need and how good you are, etc; 256x256 is plenty good for most units. It is possible to go bigger (no known limit, but 1024x1024 is plenty. You probably wouldn't be able to see the difference bigger than that).

Poly count is generally at least under 1k. Though like textures, there is no TRUE limit. Lower poly counts give better performance though.
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jda

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Re: glest preferences 2010
« Reply #2 on: 30 April 2010, 16:48:32 »
Interesting notes from titi and my comments on them:

I think there is no working solution for your problem yet.

One hint, always try your models in glest!
I don't know why, but especially the textures always look a bit different when you see them ingame and sometimes things that look good in blender doesn't really look good in glest itself.
I think it's because of the light? The g3d_viewer actually gives you a better idea but it will still change a lot ingame (and throughout it with the day-night cycle).

Quote
This happens especially to high poly models with highres textures, because all the details get lost ingame.
Interesting. That's just what I have on the Dwarves: high poly models with highres textures. And it's true much of wciow's nice texturing does dim down to almost solid colors in Glest. :(
I might actually reduce all textures from 1024² to 512² then. :)
Thanks for the tip!  :thumbup:

ElimiNator

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Re: glest preferences 2010
« Reply #3 on: 30 April 2010, 17:27:20 »
I use under 1k polly normally, and my biggest texture size I use normally is 500 x 500.
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Gabbe

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Re: glest preferences 2010
« Reply #4 on: 30 April 2010, 19:54:03 »
But GLEST can handle bigger ones right? and bigger polygonal count?

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Re: glest preferences 2010
« Reply #5 on: 30 April 2010, 20:34:40 »
Quote
But GLEST can handle bigger ones right? and bigger polygonal count?

Yes, but please limit models to 1500 polys, and do not waste them.
512*512 is as big a texture as you need.

You don't get any advantages from extra polygons and extra-large textures, just lag and longer loading time. :P
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Gabbe

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Re: glest preferences 2010
« Reply #6 on: 30 April 2010, 20:35:27 »
About that, why does the loading in mw2 go faster than glest?

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Re: glest preferences 2010
« Reply #7 on: 30 April 2010, 20:38:37 »
For one MW2 is on the Xbox, Glest is on the PC.

PC's aren't designed for games, Xbox's are.

MW2 probably has all these super fast compression things and stuff, Glest is just files, all uncompressed as far as I know.
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Gabbe

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Re: glest preferences 2010
« Reply #8 on: 30 April 2010, 20:44:34 »
mw2 is for pc too, and i play on pc... but thanx for the answer

Omega

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Re: glest preferences 2010
« Reply #9 on: 1 May 2010, 03:23:02 »
Because MW2 uses various compression formulas, packaged textures, etc; While also programmed with everything really hardcoded, rather than having to read everything in a hierarchic method (ie: by folders and files) every time. It's also on the 360, which as arch stated, is specialized for gameplay, placing focus on graphics and memory, not hard drive space or all those extras. It also has less background progresses (nearly none really).

Arch is pretty much correct about a 1.5k poly limit, HOWEVER, if you have a really large (non-building) unit, such as a 4x4 (in a hypothetical situation: think Scarab from Military1). It can use a lot of polys. Of course, if you have a really complex building, you may use lots of polys there too. A normal unit should never really be 1.5k though because it wouldn't be apparent at the camera's zoom. This is NOT MW2, and we aren't going right up to the dude just to admire the face graphics (isn't it weird that I do that just to admire the insane work of art?)
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Gabbe

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Re: glest preferences 2010
« Reply #10 on: 2 May 2010, 13:40:06 »
Why can`t glest be like that? I want to use more complex stuff...Not like glest for xbox, but the compression stuff.

BTW: Consoles are outdated, most gaming pcs are far better...

 

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