To make the models actually viable for realtime gameplay, duh. you get 5 or 6 22k poly hydras and stuff is going to start lagging.
The high poly models arent actually that severe. Ive been using the high poly models for several maps now, one of them featured by Blizzard on Battle.net US and they were never the cause of lagging. In one test map I actually had like 100 SM marines units and played that map with a friend and it didnt affect performance at all (mind you, all my maps are TPS maps additionally to that). Chances are, if your map lags for people and it uses SM models, it would lag for them on that map even if you didnt use them.
However, there are SM models that can cause lag, mainly the stage SM models like the Hyperion interiors. Place several of those into your map and chances are it will start lagging.
Mh, interesting. I have been using PrintIns plugin to make animations for quite a while now, but I was never aware of that particular feature. I should test that out, thanks for pointing it out, though. However, Im pretty sure the animations I made only work for the model I made them for. I assume you still have to convert atleast the m3a files in some way? I cant imagine they will just work straight away.
Which doesnt mean much of anything, because the amout of units with ingame marine models required to actually make a game lag is absurdly high. You might not be able to make a Civ game with SM models, but who would do that, anyways? SM models work best in TPS maps or maps where things are generally closer and fewer. Just like the ingame SC2 models are not made for upclose, the SM models are not made to be viewed from an RTS distance.
Yea I've noticed only small differences in replacing units with SM versions. Personally though they only fit in a tps/fps environment where High poly stuff is expected if not required.
Anyway I still think having animated SM models would be pretty awesome, and with what Delphinium pointed out it might be easier than I thought.
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The high poly models arent actually that severe. Ive been using the high poly models for several maps now, one of them featured by Blizzard on Battle.net US and they were never the cause of lagging. In one test map I actually had like 100 SM marines units and played that map with a friend and it didnt affect performance at all (mind you, all my maps are TPS maps additionally to that). Chances are, if your map lags for people and it uses SM models, it would lag for them on that map even if you didnt use them.
However, there are SM models that can cause lag, mainly the stage SM models like the Hyperion interiors. Place several of those into your map and chances are it will start lagging.
@Delphinium1987: Go
Mh, interesting. I have been using PrintIns plugin to make animations for quite a while now, but I was never aware of that particular feature. I should test that out, thanks for pointing it out, though. However, Im pretty sure the animations I made only work for the model I made them for. I assume you still have to convert atleast the m3a files in some way? I cant imagine they will just work straight away.
It all boils down to the total number of polygons rendered onscreen at once. A marine is 3k so you have a choice of 8 marines or one SM hydralisk.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Which doesnt mean much of anything, because the amout of units with ingame marine models required to actually make a game lag is absurdly high. You might not be able to make a Civ game with SM models, but who would do that, anyways? SM models work best in TPS maps or maps where things are generally closer and fewer. Just like the ingame SC2 models are not made for upclose, the SM models are not made to be viewed from an RTS distance.
@Crainy: Go
Yea I've noticed only small differences in replacing units with SM versions. Personally though they only fit in a tps/fps environment where High poly stuff is expected if not required.
Anyway I still think having animated SM models would be pretty awesome, and with what Delphinium pointed out it might be easier than I thought.