If you have models that don't animate - such as lamps, trash cans, etc. -
then even making them "cyclers" is expensive.  Just encoding the
pev->animtime and pev->frame can eat up tons of network (even single player)
and CPU bandwidth when you have a lot of them visible.  To get that overhead
back, make a version of "cycler" that doesn't ever call StudioFrameAdvance()
and use it for all your models that don't move.

Each bone used by a model also eats performance.  Depending on the specifics
of your CPU and graphics hardware, each bone can cost the performance
equivalent of anywhere from 5 to 30 polygons.  If you're building simple
models, be sure to create them with as few bones as possible.

Each time a model changes texture it costs performance.  If you're fond of
using lots of small textures on models then you may be wasting graphics
performance on switching textures instead of drawing polygons.

-----Original Message-----
From: ryan [mailto:[EMAIL PROTECTED]]
Sent: Monday, March 25, 2002 6:35 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Counter-Strike : Condition Zero


Well, my problem is sorta on both world poly and model poly counts. Because
my mod requires large map areas, though not so detailed. The amount of
models that will be on screen causes me to have a limited amount of polys
per model.

In other words, there will be too much going on to have nice detailed
models. =\
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