Log in to reply
 

Polygon limit



  • Hi again,

    I made some really highpoly cars for GTA San Andreas and I want to get them into GTA V soon. But how can I do that? I know there's a polygon limit of about 64k per part, if I'm not mistaken, but there are a lot of car mods out there that were modeled by Humster3D (for example), which are known to be very high poly. So, how's the process on these models? Do you split the chassis into misc_a, misc_b... (as many as you need), so that there's no part that will exceed the 64k polygon limit? Also, if you could recommend an unlocked hi-poly mod, so I could see it for myself, that would also be much appreciated!

    Thanks everyone :)


  • MODERATOR

    i have the same question. so far i always have optimized and reduced all my humster 3d models from 1.3 ish polygons to half a million. using 3ds max.



  • @FoxtrotDelta @Chezy too high of polycount in car models will crash some peoples games. GTA V is designed to dump memory, textures, objects when it gets too high in memory usage to try to prevent the game from crashing. 774k polygons is the highest i have seen in one car model. That one with the 774k polys makes some peoples game crash and others i guess maybe a gameconfig will help keep crashes to a minimum or a higher spec pc(better graphics card) may also reduce the chances of crashing.

    You are smart Foxtrot in reducing down the polys from 1.3million to about half.



  • @Chezy The models are splitted but in Open IV model viewer not appears that. Look the hierarchy technique:
    alt text

    Obviously, the total polycount limit for vehicles is 100 - 150 k polygons. When the modders exceed that number, appears the annoying stuttering, textures dissapears, memory out of bounds crash, vehicles buildings and peds vanishing, etc.
    Remember, not everybody have more than 2 GB in VRAM (is the standard in the GTA V users as seen ), so, is part of good modding skills and well done mods, the optimization in mesh polycount, textures dimentions and LODs usage.


  • MODERATOR

    @Rarefacer too many body shells. even if we have 2 copies of body shell. won't the collisoins cause multiplication of the collions twice? so if we have 5 bodyshell dummies the collision of the chassis will have to be rendered 5 times.

    hence when the bike explodes or crashes it will have bodyshells floating outside of the main bodyshell.

    in theory that should happen.



  • @FoxtrotDelta No matters the number of bodyshells, is a technique suggested by Oleg (Zmodeler3 developer). The program can't handle geometries with more than 67k polygons per parent in hierarchy, so, he recommend to split the mesh in more simple geometries under the same compound name and when is exported, the program join all same name components in hierarchy without issues. Is basically a ZM3 render engine problem the 67k limit but works fine for any game files.


  • MODERATOR

    @Rarefacer Thank you that was really informative. i didn't know this.



  • @Chezy @FoxtrotDelta Yeah, I just want Oleg add any polygon counter in screen to see when is necessary to split meshes. And as tip, the other bodyshells are just geometries, not compunds, is the only way to use the technique without issues in export and game.



  • @Rarefacer said in Polygon limit:

    @Chezy @FoxtrotDelta Yeah, I just want Oleg add any polygon counter in screen to see when is necessary to split meshes. And as tip, the other bodyshells are just geometries, not compunds, is the only way to use the technique without issues in export and game.

    Aaah, I see, thanks for that! So there is basically one compound bodyshell containing the low detail LODs and parts of the L0, and the other geometry objects, which will then be merged with the L0 during exporting?



  • @Chezy The bodyshells are part of the main high detailed model (L0), when is exported they will be merged to the main model.
    The technique only works for the main and high detailed model in hierarchy (vehicle_hi.yft). To apply the technique to LODs, we need to create the other hierarchy for the less detailed vehicle (vehicle.yft) and repeat the process, obviously, only if the less detailed model has more than 67k in any compound.

    Almost all modders just export the high detailed (vehicle_hi.yft) and copy it to replace the less detailed model (vehicle.yft), so for they is not necessary repeat the technique in less detailed model.



  • @Rarefacer said in Polygon limit:

    @Chezy The bodyshells are part of the main high detailed model (L0), when is exported they will be merged to the main model.
    The technique only works for the main and high detailed model in hierarchy (vehicle_hi.yft). To apply the technique to LODs, we need to create the other hierarchy for the less detailed vehicle (vehicle.yft) and repeat the process, obviously, only if the less detailed model has more than 67k in any compound.

    Almost all modders just export the high detailed (vehicle_hi.yft) and copy it to replace the less detailed model (vehicle.yft), so for they is not necessary repeat the technique in less detailed model.

    Alright, thanks! You're probably right, the lower LODs won't have parts that have more polies than 64k per object. Or at least, they shouldn't have :D


Log in to reply
 

Looks like your connection to GTA5-Mods.com Forums was lost, please wait while we try to reconnect.