Are you referring to the poly count in your models or in your levels?
If your having problems hitting limits when compiling your models, usually you can just change the model compiler and the engine will accept the new models just fine. I think the most common limit people hit, is their model file size goes over 2 megs (I think thats the limit). several people on this list have, been able to raise this succesfully though, so im sure if you ask you will be able to find out. Condition Zero doesnt modify the half-life engine to allow for any higher poly counts in the world geometry, however, it just uses lots of models, which render faster than world geometry, to supplement the world geometry. ----- Original Message ----- From: "ryan" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, March 25, 2002 1:33 PM Subject: [hlcoders] Counter-Strike : Condition Zero Ya, i'm interested in when it might be available to us. Because my mod really requires higher poly count, cause right now it looks like crap but runs good. So if i could mak it look a bit better and still run good that would be great :D ----- Original Message ----- From: "Georges Giroux" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, March 25, 2002 12:42 PM Subject: Re: [hlcoders] Counter-Strike : Condition Zero Hey there, Is there a rough date when the CZ tech will be available to mods? That way mods can take into account what kind of polycounts will be allowed for the models.. Georges ----- Original Message ----- From: "Adrian Finol" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, March 25, 2002 2:35 AM Subject: RE: [hlcoders] Counter-Strike : Condition Zero Most of the tech will indeed be avaliable for people to use since most changes where done in the engine. Stuff like the use of masked textures on models and stuff like that. I've been working on moving the whole particle system into a separate .dll so that can be distributed and mod authors can just plug that in and use it. We'll see how it goes. -----Original Message----- From: Chris Blane To: [EMAIL PROTECTED] Sent: 3/25/2001 5:28 PM Subject: Re: [hlcoders] Counter-Strike : Condition Zero Hehhe maybe I should try to talk nicely to Marc Schr�der and see what I can get out of him. :) I doubt I'll get anywhere though but he's the only guy on the team I've spoken with alot. LOL! ----- Original Message ----- From: Philip (Fiber) <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, March 24, 2002 7:40 AM Subject: RE: [hlcoders] Counter-Strike : Condition Zero > From CSNation - > > "The current models are 750 polygons each. The ones in Condition Zero > are 1,250 polygons each, meaning there's a 66% increase in the amount of > polygons per model. All the models will have full lip-synching with the > sounds and some facial animation to go with it. The skins on those > models don't disappoint, either. > > The new model system supports alpha blending. Along with RGB values in > colors, systems that allow for 32-bit rendering have 8-bits set aside > for an alpha channel, which controls attributes like transparency or > opacity. A good use would be glass or eye-holes on a mask. This will be > used in the "window" of the shield, which will actually hold glass. > Another place it will be used, for sure, is the molotov cocktail. You'll > be able to see inside the bottle and can see the liquid move around. > > Condition Zero includes a level of detail system so the the high detail > of models will be scaled down to the benefit of your framerate, while > those with fast computers can experience full detail. > > Since you can change the face, skin tone, and other attributes of a > model, there are over 160 different combinations." > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED]] On Behalf Of Georges > Giroux > Sent: Sunday, March 24, 2002 6:09 PM > To: [EMAIL PROTECTED] > Subject: [hlcoders] Counter-Strike : Condition Zero > > Hey guys, > > Short and sweet, I was just wondering, will the graphical > improvements of Condition Zero be eventually available to Half-Life > mod makers? > > Georges > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

