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#101 (permalink) | |
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Amateur Artist
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#102 (permalink) | ||
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Cheers guys ![]()
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Glynn Smith (Portfolio) |
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#104 (permalink) |
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New Member
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Hrmm. How can you even get rid of the sky whenever I create a new level in the CryEdit it always makes a sky thats taking up polygons no matter what I do I cant seem to get rid of it. Is there any way to get the CryEdit poly counter to 0 and have nothing but a black screen and only the stuff I add in?
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#105 (permalink) | |
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Freelancer
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Afraid I don't actually remember the arguments as to why BSP weren't allowed, I'm sure Glynn or Doylle should be able to answer that one though
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Also, For the polycount, simply create a new level and see how many polygons the already placed out skybox takes up, if it's say, 200 tris, then you know that instead of a limit of 20'000 tris, your limit will be 20'200 whenever the skybox is included ![]()
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 19-02-2009 at 01:06 PM. |
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#107 (permalink) | |
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Senior Member
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Erm are you sure you're going to add engine geometry tricounts to the limit? Because particles and volume light in UT also uses tri's for example...
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#108 (permalink) | |
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New Member
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I guess we will have to count the polys by hand. |
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#109 (permalink) | |
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Senior Member
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However, particle and volumetric effects also take texture space, some thoughts on that would be good too. Whether they count, weather you can use the engine's stock particle and volumetric textures, etc. |
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#110 (permalink) | |
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New Member
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