Hi!
I'm working on a game where 4 blocks and one border form an island. Now the graphics designers sent me their blocks and the game chokes on them. The blocks contain objects like trees and so on.
But...I can hide objects that are not in my cameraview. This is the benefit of having seperate objects. On the other hand, combining objects seem to reduce surfacecount.
IS the TOTAL surface count important, or surfacecount per MESH? Sswift told me about what surfaces are, but I don't know if the game chokes on mesh surfacecount, or total surface count. If it's per mesh, I can chop them.
Trisrendered says (max) 60000 polygons which is quite high too. But this is the "combined" mesh. The mesh uses 110 surfaces now, but one plant layer used 54 surfaces all by itself! It's not such a complex looking layer! 54 x 4 blocks = 216 surfaces, excluding trees and so on.
I'm working on a game where 4 blocks and one border form an island. Now the graphics designers sent me their blocks and the game chokes on them. The blocks contain objects like trees and so on.
But...I can hide objects that are not in my cameraview. This is the benefit of having seperate objects. On the other hand, combining objects seem to reduce surfacecount.
IS the TOTAL surface count important, or surfacecount per MESH? Sswift told me about what surfaces are, but I don't know if the game chokes on mesh surfacecount, or total surface count. If it's per mesh, I can chop them.
Trisrendered says (max) 60000 polygons which is quite high too. But this is the "combined" mesh. The mesh uses 110 surfaces now, but one plant layer used 54 surfaces all by itself! It's not such a complex looking layer! 54 x 4 blocks = 216 surfaces, excluding trees and so on.