SneakyGuy101 on 23/3/2014 at 00:18
So for my mission the starting scene has a strange huge amount of polygons and I don't know why so I wanted to see what it was by posting it here, so here it is
Inline Image:
http://th02.deviantart.net/fs70/PRE/i/2014/081/f/e/dump063_by_nintendofan2013-d7b8rar.pngAs you can see there are 730 polygons. My mission started acting up yesterday and it started to crash for no reason and also the window kept closing by itself. I thought it could have been because of the polygons from the fence objects but I had removed all of the fences from the right side of it but there are still a ton of polygons in this first scene and I don't know why. Someone please help as I don't want to have to start my mission again:(
R Soul on 23/3/2014 at 02:04
Try using the render_backward command. It shows the same polys but in reverse order. You might see that a load of things behind the building are being rendered simply because the building doesn't block them completely. You could try widening the building. Sometimes the renderer decides that it can see over roofs, so you could lower the sky (or make a solid sky textured brush hanging down from the sky to the top of the roof).
Xorak on 23/3/2014 at 03:16
Is it really that much of an issue? Nobody should have a problem with 700. I've made scenes with double the polygons and no players ever complained. Some people here have shown screenshots with 3000+. Is that screenshot optimized or portalized? Besides, the objects don't even affect the total polygons, so deleting the fences shouldn't do anything.
R Soul on 23/3/2014 at 14:23
I agree that 700 polys isn't a technical problem, but I still think it's wise to investigate when engine can see far more of them than you can.
The Watcher on 23/3/2014 at 14:26
Quote Posted by R Soul
Try using the render_backward command.
Also, show_poly_edges will show you where the polys are, allowing you to locate places with unexpectedly high densities.
SneakyGuy101 on 23/3/2014 at 18:29
I know it really isn't a big deal but I was just wondering why my mission was starting to crash and I thought "Oh maybe this is caused by the poly count" so that's when I came here. This is how it was crashing, it basically was automatically closing on me for no reason as I checked everything and it all looked fine. But after I implemented those fences(I implemented a lot of them, probably 30-ish) it started to slow down drastically in the starting scene where all of the fances are located. So is it the fences that started the problem or could it be something else? Help, please?:tsktsk:
fibanocci on 23/3/2014 at 19:01
Check object polys.
SneakyGuy101 on 23/3/2014 at 20:20
Quote Posted by fibanocci
Check object polys.
How do I do that?
Yandros on 24/3/2014 at 13:09
I think you'd have to open the model (.bin file) in 3ds2bin. But yeah, it's possible if they're hi poly that placing a bunch of them in the same view could cause a crash.