As Far as imports go here is what I have discovered.
When trying to create beautiful high poly high res zones, there is limitation to the max compiler size limited by 32-bit applications to a 2gig cap. For this reason, no matter how good a modeler or texturer you are, you are limited to this cap. Some key things to remember when trying to create the best/max quality zone.
-High poly meshes are limited to a 64k max either poly or vert... so you cant import 64k of 4vert planes... because that breaks the 64k vert limit 4 fold.
-Being limited to the .bmp format for textures means that all textures take up much more space then using other formats such as .jpg. In the case of a max resolution single texture, that will be 12mb for a single texture... not bad for a terrain map... tho higher res is typically prefered... this size is much to cumbersome for tree branch/leaf sets.
-All trees if using an alpha channel to designate what is shown and what is clear means that if you use a 2048x2048(max res) .bmp, you now are doubling the megabyte usage for a single object.
-Branches and other forms of single sided planes do not show a backside. If you want a leaf to have 2 sides to it, you need to duplicate the plane and reverse the normals of that plane thereby creating its backside. Once again, this doubles 24mb to 48mb.
To show the difference between a low poly tree modeled and textured to allow for many copies to be seeded across a terrain versus a high poly variant, I have modeled, textured and taken photos of both. I will include statistical data for both.
First the High Poly:
By
icedfate at 2010-03-24
This one is using clustered x,y,z planes to create branch sprouts.
Number of Branch Polys: 300 single sided doubled to 600 for realism
Number of branch Verts: 2400
Number of Trunk Polys: 1581
Number of Trunk Verts: 1909
Total Polys for a single tree: 2181
Total Verts for a single tree: 4309
Res quality for all textures is max (2048x204
Breaking trees into trunk and branch for import means max set import of: 26
This means you would need to import a set of 26 and a set of 26 trunks to make 26 trees show up... and if u think 26 is alot, try using only 26 on an entire zone.
Low Poly Tree
By
icedfate at 2010-03-24
This one is using folded 2 poly planes.
Number of Branch Polys: 18-2 poly planes for a 36 poly count doubled to 72
Number of branch Verts: 216
Number of Trunk Polys: 10
Number of Trunk Verts: 10
Total Polys for a single tree: 82
Total Verts for a single tree: 226
Res quality for all textures is max (512x512)
Breaking trees into trunk and branch for import means max set import of: 296
For this reason, the ability to seed a forest with low poly trees is much more possible with low poly... and if you want an actual forest, then 26 or ven 52 trees just wont cut it unless your zone is about the size of one quarter of crushbone.
Dont let me stop you from trying however. I simply do not want people to get mad when they hit the OZ import/memory cap of 2gigs and it crashes causing you to start all over again on your imports (yes, this happened to me... about 30 or so times while trying to see what the limits were).
Another thing to remember is that I am simply counting trees.... I havent included terrain, objects, buildings, bushes, plants and whatever else you want in a zone that would look very "beautiful".
I am also currently playing with the idea of grass seeding, similar to how it works in the revamped version of the common lands... Since .s3d doesnt support the same type of clipping that .eqg does, there is a problem with this idea.
If however we could crack the .eqg format, some if not most of the limiting factors would change simply because .eqg supports more...
Side note: Bump mapping doesnt work... tried and failed. Would have been a nice thing to add to the realism..... no flat ground... with paint splatters would be nice.
EternalBlack
Member of OrisonIndustries