Half-Life 1 Poly Limit - without having to split a model into multiple objects

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TEST DUMMY - TESTING WHAT THE HALF-LIFE 1 POLY LIMIT IS WITHOUT HAVING TO SPLIT A MODEL INTO MULTIPLE OBJECTS
BY: DAMAERA

in total: 4718
eyes: 240
teeth in all: 2256
top row: 1128
bottom row: 1128

everything merged - 4,718: NO
no eyes - 4,478: NO
no eyes+topteeth - 3,350: YES
everything merged, about half of the top teeth removed - 4,233: YES

*** REMOVING ROWS FROM TEETH (TOP)
one row removed - 4,616: NO
two - 4,508: NO
three - 4,438: NO
four - 4,368: NO
five - 4,292: NO
six - 4,228: YES

*** REMOVING JUST ONE TOOTH (TOP)
twelve and a half: 4,283: NO
eleven - 4,266: YES

*******ING AROUND TRYING TO FIND THE EXACT LIMIT
4,280: NO
4,275: NO
4,270: NO
4,265: YES
4,266: YES
4,267: NO
4,268: NO
4,269: NO

EXACT LIMIT: 4,266
Did this for GG just now, might as well post it here for the modelers who are curious about what the limit is.
 
Super Saiyan Dabura
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and how did you test this?

one model in a map?

32 x 4k = good performance?

performance?

quality?

exact limit?
 
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I didn't test the performance at all, I was just testing the limit before the compiler says "too many verticies". It was a high poly env model btw :p
 
Super Saiyan Dabura
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ohh nice

so every compiler bugs out when there are more than 4266 vert when compiling .mdl?
 
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Doesn't really bug out, it just says too many verticies. To avoid it, just split the model into two objects, save them as two separate reference SMD files, and then include them into the QC file.
 
Super Saiyan Dabura
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D:

well I will let teh pro's do it if I want to release all meh models out

I never did compile it good tho as long as I remember heh
 
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I used to play with models that I messed with that had double the origional poly count and play with them. Didnt really affect the gameplay at all so I think something 4,200 triangles would be safe to play with and not totally kill your FPS.
 
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This is pointless. The methodology anyway.
 
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I used to play with models that I messed with that had double the origional poly count and play with them. Didnt really affect the gameplay at all so I think something 4,200 triangles would be safe to play with and not totally kill your FPS.
Reminds me of the old days where people used to use the fatboy ms3d plugin to get a "cel-shade" effect :p
 
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Thats exactly what I was talking about, I did it to a few models lol.
 
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A 35.000 Poly model split like in 50 reference smd's ... yeah i have that Crysis guy for The Specialists xD
Hmm... all I can say about the performance is... no difference betwen playing with him and a low-poly model xD
I knew this Damaera.... phh... basic knowledge for a model editor :devil:
 
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A 35.000 Poly model split like in 50 reference smd's ... yeah i have that Crysis guy for The Specialists xD
Hmm... all I can say about the performance is... no difference betwen playing with him and a low-poly model xD
I knew this Damaera.... phh... basic knowledge for a model editor :devil:
Are you trying to brag or something? Not many people knew about this o_O
 

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