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Posts from RTF is a global modification that replaces all towns in the game.Auto-translated
one, which one would look better, a mage is good, they look cool, but if, for example, the horns will interfere too much, then a warrior
if there is also a female version, it would be even better, but that's just a dream)
a buff is another spell, demons use it on soul-devouring, and other races use it on buff and debuff spells - these are mainly spells of light and dark magic, it's funny that orcs don't have such an animation, but if you make it, it will work on the war cry.
Hmm, I'm a bit confused. I'm currently creating a model with a very high polygon count... Does anyone know the polygon limit to prevent the game from crashing?
the cyclops has 3K polygons, and the dwarf hero currently used by my Chaos faction has 19K polygons; I understand this is very close to the limit.
It's strange that the model that caused my mod to crash on huge and incredibly large maps only has 10K polygons. Now I'm scared; I need to test it on a huge map.
Also, in Heroes, I found a model that isn't used – it's rocks with 60K polygons, as well as trees, waterfalls, and a bunch of other models that I'm too lazy to extract.
Yeah, I was just joking about 2 million, of course, I understand that it's a lot for a game... it's just a shame that there aren't any proper optimization options. How can we simplify things so it looks somewhat decent...? Damn... it would be great to port Heroes 5 to, say, Unreal Engine 5))))
Yeah, I was just joking about the 2 million, of course, I understand that it's a lot for a game... it's just a shame that there are no normal maps, how can I simplify it so that it looks more or less decent... damn... I wish they could port Heroes 5 to Unreal Engine 5 ))))))))
Here, you need to use textures... by using colored mirrors, you can get a pretty cool image...
Zakhar said that for the global map, it's best to stay within 500-1K polygons, with a maximum of 2-3 thousand.
It depends on whether it's an object or a character.
For the arena, 2-3 thousand is the maximum, up to 5-7.
The engine can handle more, but the more such objects there are, the higher the chance of a crash.
Yes, and let's not forget that this refers to the number of triangles (triangular polygons), not regular, square ones.
He may not have said it exactly like that, but that's the information I took away from the conversation with him.
Zakhar said that for the global map, it's best to stay within 500-1K polygons, with a maximum of 2-3 thousand. It depends on whether it's an object or a character. For the arena, 2-3 thousand, with a maximum of 5-7. The engine can handle more, but the more such objects there are, the higher the chance of a crash. Yes, and let's not forget that this refers to the number of triangles, not regular, square polygons. He may not have said it exactly like that, but that's the information I took away from our conversation.
Interesting, about the large number of objects on the map, yes, I encountered this quite recently - when I was testing the Yeti, I placed approximately 50 random units within the screen, and the FPS dropped almost to zero.
I think I've figured out the reason for the model crashing with 10K polygons; this is just a theory, but the problem might have been with the texture - a model of 64 trees had two textures of 512x512 applied to it, meaning each tree had a 512x512 trunk and some additional details... that's 33 million pixels, while the gnome, which has 19K polygons, has two 1024x1024 textures, which is, at the most pessimistic estimate, 4 million pixels, or 8 million including the mirror, I need to reduce the mirror size.
In older mods, textures often didn't have time to load in the hiring window; you open the lizard-mage, and it's a mess - arms, legs, and heads sticking out in all directions, and everything is brown, but after a moment, it all disappears, the textures have loaded. Since I started cutting models and combining textures from different models, these lags have become much less frequent
Damn, the numbers are really small... that's why I was asking about the gnome – is it one model or a division of "animal-rider"? If it's one model, then only the gnome will have a decent number of polygons, not to mention the throne...
2 **Pavlinho** To save on polygons, the meshes can intersect. It is not necessary to make it so that it is one continuous surface without breaks. Mirror - a map of reflections, the "metallic" property of the material.
Damn, the numbers are really small... that's why I was asking about the gnome - is it one model or a division of "animal-rider"... if it's one model, then only the gnome will have a decent number of polygons, not to mention the throne...
P.S. what is "mirror"?
In general, the game engine can read colored mirror textures - for example, on the standard mirror texture, it's black and white, but you can make it in shades of gray (50 shades of gray lol)... and even in color, and then different parts, for example, of armor will reflect differently - for clarity, if there are inserts like gold, then on the mirror texture, you can make this part of the UV map orange or red, on steel gray chainmail, you can apply a purple hue, even like on normals, you can paint the more raised parts of the armor pink, and the recessed parts in a darker purple...
I think it needs to be clarified that the mirror is a separate texture file, and details are highlighted on it – black areas will not shine and will even be replaced, while white areas will be the brightest.
My Chaos Dwarfs have red and yellow mirror textures, and the yellow sheen on the steel plates looks cool).