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 Post subject: poly limits
PostPosted: Thu Jan 22, 2004 2:47 am 
can someone tell me what the poly limit for trucks in mtm2 is [per object or overall] and what the same for tracks.

thanks


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 Post subject:
PostPosted: Thu Jan 22, 2004 3:07 am 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 23
The important measure in MTM2 is verticies.

For trucks

1000 vertices will trigger the "can't environment map model" message
2000 vertices will trigger the noah effect (i.e., flood the track)
3000 vertices is virtually undrivable
4000 verticies will cause unpredictable things to begin happening

The game is quite robust in that it'll take just about everything you can throw at it, but there are trade offs; the higher you go, the worse it gets.

For tracks

The matter gets more complicated because it's difficult to count verticies and polygons due to any number of factors, such as proximity and viewing distance and scenery levels and ground boxes and the number of trucks in a race. There are many error messages that can come up because of either of these or a combination of them. Solutions will depend on what's causing the problem.


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 Post subject:
PostPosted: Thu Jan 22, 2004 6:23 pm 
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Joined: Thu Apr 19, 2001 2:01 pm
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to stop the cant environment map model error turn off refelctions int he hardware options. anything under 2000 is reasonable just dont go over 2000.

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 Post subject:
PostPosted: Thu Jan 22, 2004 6:44 pm 
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I hit around 2800 with some of my mud-boggers with little trouble. I'd say "keep it below 3000 vertices" would be a good call. Shoot for under 2000 if you want to run 6-8 custom trucks at one time. It also depends on the performance of your PC.

Funny to see the contrast,....over in the EVO2 room they're making trucks with 20,000-30,000 vertices now, and as much as 11,000 in each tire!......getting realistic as hell with their models, but you need a newer PC machine to drive those trucks (2.4 ghz pent-4 or better at least,with a newer graphics card)

I still prefer making MTM2 trucks.....It's more of a challange to make them look good with so few polygons...

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 Post subject:
PostPosted: Thu Jan 22, 2004 7:55 pm 
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Joined: Thu Jan 22, 2004 2:49 am
Posts: 13
Location: New Zealand
thanks

i was actually looking for triangle/poly numbers but mtm2 might do it that way. i intend to make some monster trucks soon just a bit more detail. someone said that it may depend on pc perrformance, my comp has got a geforce 5200 and a athlon 2000xp and mtm2 usually is in a loading screen for about 5secs, lol

ive looked/been around the nfs scene for a few years now and there making cars that have 10000 polygons on average

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