System wide poly count
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SolCommand wrote:
I’m doing a little research for a future project I have in mind:
1. what’s the maximum number of 3D models (bases and stuff like that) you can have in a single solar system ?
2. is there a max poly count for a single solar system ?These are the main questions for now.
Thx
I have a system with more than 80 objects, as far as i know the limit is 200.
It may depends on the polycounts in multi player, but in single player…hm…i dont think so.
The bigger part of my objects are battleships, cruisers as undock solars and they have huge polycounts, so far i havent had any problems (in single player). -
**Object in system limit - haven’t hit one yet, New York comes with over 400 in the vanilla game…
Poly limit - based on a per mesh count in an object, 65535 polygons per mesh, I have a station with over 80k polys but it’s broken up into separate meshes (VMeshData sections), no noticable lag from it.**
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Freeworlds has a 200,000 polies flyable capital ship.
What LS said is right, but there’s no limit on the number of meshes as far as I know. The actual limit you should consider is that of performance: do you want to cut off a portion of your audience by making a mod that some people can’t even run because it’s too heavy?
You won’t find a hard limit, nor a hard answer. What you need to do is find the slowest computer you’ll want to support and test the mod on it. If it runs, you’re gold. If it doesn’t…
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Great feedback guys, thx alot !
I asked these questions not because I wanna make a mod, that would be just too much work, I asked cause I’m looking into creating some 3D environments that would seem like “out of this world” for Freelancer hehe. I wanna help the community expand Freelancer so as to gain some new players and I got so many ideas running around in my head that I do not know with what should I start and if I’ll even have time to do exactly what I want. Guess we’ll just have to wait and see.
Thanks again, I appreciate your to-the-point answers.
You can close the topic now if you wish. -
We should collaborate, I am attempting to improve many aspects of vanilla game hoping to increase the chances of new players picking up the game.
Also a stargate mod is one of little side projects, but bettering FLs chances of surviving is 1 of my main goals.
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I am “working” (eh…>_> ) at a similiar project. See the front page news about the Freelancer Addon: Station Network.
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Maybe we should all collaborate then, see what we can come up with.
So far I have only done basic stuff, latest patches, updated zlib file from the void, updated hardware config file, hi-res texture update, and included bloom (of which I’m tweaking the settings).
I would like to re-do a lot of the effects and things as well, improve the general gameplay and tweak it to perfection.
I can put a website up there for us to use where we can document the whole thing and get suggestions from other folk.
I’m pretty good with html css and some php as well, basic with graphics though unfortunately.
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I havent played Freelancer for a while now. I downloaded a few mods couple of weeks ago but I did not installed them, nor Freelancer but as I said, I wanna help the ppl that make them.
Here’s my vision of a possible Freelancer mod, if i were to work on one:- get rid of absolutely all the 3D models from vanilla
- create everything from scratch
- original models, no rips from games or movies
- planets orbited by >detailed moons< …. what I wanna say with " detailed" -> you can fly on their surface and find moon bases, crashed ships, pirate hideouts, canyons, dome cities and stuff
- beautiful clouds like the ones you see in movies and let you with a “wow” expression on your face
- various objects in space: mining drones, satellites, abandoned structures, derelict ships, etc
- delete all vanilla systems and build a single and vast solar system with a dozen (huge)planets (as in planet-sized) orbited by many small moons. The distances between the planets should be huge and take the player a long time to get from planet #1 to planet #3, not to mention #12. But these great distances leave room for lots of possibilities. We could have dozens of gas clouds, asteroid belts, radiation belts and all sorts of things like that. No more trade lanes ! Least not in the way they’re used in vanilla, they could be used for transporting resources from an asteroid mining facility in deep space to a moon or planet for example.
- create limited but detailed environments looking like a planet’s surface for a memorable flying experience.
… And more …
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I would want everything to be 100% original and never before seen … yeah I know what you’re saying: “look another retard fanboyish idea on the horizon” … well I dont really care I’m a big scifi fan and I’ve got the right to dream and also the possibility on making at least a part of my dream a reality. What I told you above, all those ideas, probably seem highly unlikely to ever come true but never say never. If there’s one thing I dont understand in this whole story is “WHY ?!” ; Why in God’s name dont we all come together and make this sorta mod happen ? I mean we’re all already here, at the Starport, but we’re all busy advertising a bunch of mods on which only a handful of ppl are working. Can you imagine the quality of a mod if we all started to work together side by side. I’d freakin even be willing to download a few hundred tutorials on texturing and learn to do a proper texture for the first time. I’d actually be willing to do more than that and I’m sure all of us would be willing aswell. This mod could be eyecandy …… could look so better that it would outshine all scifi combat games out there. Sounds crazy but if you think of it, it aint crazy not even in the slightest. There’s so many ppl here in this community, 3D artists, coders, testers and everything in between … there’s hundreds of us … I can only imagine how our finished mod would look, it probably wont even be “Freelancer” anymore, we could call it “The Starport” lol.
Long post I know, but least I stated what I had on my mind. Now I’ll go back at building that ship in my own pace … and maybe after that I’ll search for some texturing tutorials, oh well … -
The reason why we aren’t doing a single unified mod is simple: it’s because not everyone likes the same things. You may want a TC with FL physics, but the next guy maybe likes having Star Trek ships battling Babylon 5 stuff. It’s not because you think your vision is the best that the other guy also does.
On top of that, with so many brilliant and, let’s not hide it, strong-headed people in the same place, you wouldn’t get anything done because everyone would stand by their own, unique and just as valuable idea. It’d be entirely impossible to have a team of equal-footed people agree on everything and I seriously doubt anyone would be willing to step down and obey orders.
It’s been tried (and failed) before. Plus, FL’s strength is diversity.