Author Topic: Interior modeling triangle count  (Read 1092 times)

Are interiors some sort of magical entities that can handle hundreds of thousands of triangles without lagging everyone to death and melting older computers to toxic goo? Can they handle something along the lines of 500,000 triangles?
« Last Edit: April 09, 2011, 06:22:07 AM by Demian »

Have you ever actually mapped before?

Yes, but I have never worked with interiors before.

Yes, but I have never worked with interiors before.
How can you map without interiors, did you just use DTS shapes or something?

How can you map without interiors, did you just use DTS shapes or something?
Mapping =/= Modeling

500,000 triangles seems like a lot for a map, ive never looked into it but i imagine you don't wanna go over 20,000 triangles

Well, despite the fact that I have a bad computer, I still think that Heeds Vallhalla has too many polys, cause it lags my cousin and me.

No it doesn't. I told you it was just the rendering that was causing the problem. I couldn't see anything.

Mapping =/= Modeling
Oh really?

... Make an object in blender/sketchup/whatever, export as DTS, open torque constructor, import static mesh, position it, export as dif, put in game, bam.

Thats the way I made maps and stuff... but I think I get your point.

Anyways, ontopic:

I have once experienced lag from interiors. I don't think they're quite different.
 
« Last Edit: April 13, 2011, 07:58:05 PM by computermix »