Quake3World.com Forums
     Level Editing & Modeling
        Map/model trivia


Post new topicReply to topic
Login | Profile | | FAQ | Search | IRC




Print view Previous topic | Next topic 
Topic Starter Topic: Map/model trivia

god xor reason
god xor reason
Joined: 08 Dec 1999
Posts: 21100
PostPosted: 08-03-2006 06:35 AM           Profile   Send private message  E-mail  Edit post Reply with quote


r_maxpolys "600"
r_maxpolyverts "3000"

Does anyone know if those cvars apply to everything being rendered by Quake 3? Does it really only draw 600 polygons per frame?




Top
                 

Mentor
Mentor
Joined: 12 Mar 2005
Posts: 3958
PostPosted: 08-03-2006 01:24 PM           Profile Send private message  E-mail  Edit post Reply with quote


Yes. 600/3000 are the bottom limits BTW, you're free to increase them.




Top
                 

Mentor
Mentor
Joined: 12 Mar 2005
Posts: 3958
PostPosted: 08-03-2006 01:37 PM           Profile Send private message  E-mail  Edit post Reply with quote


Maybe a little more explanation is in place.

r_maxpolys and r_maxpolyverts are the maximum number of polygons and vertices the cgame (i.e. the mod) can add to the scene. The scenery that comes out of the BSP is referred to as 'surface data' and is virtually unlimited in size.




Top
                 

Timed Out
Timed Out
Joined: 02 Aug 2000
Posts: 38064
PostPosted: 08-03-2006 01:43 PM           Profile   Send private message  E-mail  Edit post Reply with quote


So that would put a cap on the number of polys and verts coming from player characters, special effects and such, but not affect the polys used to draw the level's geometry?

What kinda stuff is classes as being generated by the cgame and not the BSP? I mean misc_models and weapons are entities so they count in that limit or do they count as part of the BSP.

My head....



_________________
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis


Top
                 

Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 08-03-2006 04:26 PM           Profile Send private message  E-mail  Edit post Reply with quote


I believe that those limits do not apply to character models/weapon models/level geometry... but rather things like the rl's smoke trail, etc.




Top
                 

Mentor
Mentor
Joined: 12 Mar 2005
Posts: 3958
PostPosted: 08-03-2006 09:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


Kaz wrote:
I believe that those limits do not apply to character models/weapon models/level geometry... but rather things like the rl's smoke trail, etc.

Exactly.




Top
                 

god xor reason
god xor reason
Joined: 08 Dec 1999
Posts: 21100
PostPosted: 08-06-2006 04:39 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Thanks guys.

As designers do you have a target polycount for models or visible clusters of world geometry?




Top
                 
Quake3World.com | Forum Index | Level Editing & Modeling


Post new topic Reply to topic


cron
Quake3World.com
© ZeniMax. Zenimax, QUAKE III ARENA, Id Software and associated trademarks are trademarks of the ZeniMax group of companies. All rights reserved.
This is an unofficial fan website without any affiliation with or endorsement by ZeniMax.
All views and opinions expressed are those of the author.