 |
 |
GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
|
 |
 |
 |
 |
|
 |
 |
 |
 |
 |
CaptainCrazy Agent

Joined: 14 Dec 2013 Posts: 13
 |
Posted: Wed Dec 18, 2013 12:21 pm Post subject: What are the limitations of GE64? |
 |
|
Well I've decided to make some content in my spare time when I'm taking a little break from another Source mod I'm working (Also a James Bond mod yayyy!)
I mainly make all of my maps inside 3DS Max and/or Hammer depending on the situation. Now Hammer/Source can handle a lot of cool geometry created with the 'brushes.'
What sort of limits are there in regards to this and also does it have to be brushes or can it be polygons as in flat plaines and the likes.
I've seen a few of the maps from GE64 and noticed that there seems to be mostly polygons and not brushes.
If i choose to make my own custom content for my maps what sort of poly limit would a standard prop have? I know that the game is pretty old and i am used to working with engines that require low poly counts.
So if somebody could go over limitations and such that'd be great! |
|
|
|
|
|
 |
 |
 |
 |
 |
SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6171
 |
Posted: Wed Dec 18, 2013 12:38 pm Post subject: |
 |
|
There are settings per level, but generally I've found, that each room shouldn't be more than 500 triangles, and to not have lag or blackout, you shouldn't have more than 2000-3000 in rooms loaded at once for the background file. It's all triangles. I imagine it's quite a bit lower than half-life levels or whatever that is based one. |
|
|
|
|
|
 |
 |
 |
 |
 |
|
 |
 |
 |
 |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
 |