A total conversion mod set after the events of Tiberium Dawn. Features the Global Defence Initiative, Middle East Liberation Army, and People's Liberation Army.

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Lotsa Leos
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Anubis_theDark
Anubis_theDark - - 718 comments

Cool image. However your frame rate is not that influenced by the amount of polies/texture size but by the engine and its extremly retarded pathfinding. So you can add 10 poly models with 5x5 texture size and with this amount of units lag will come. Sage pathfinding gives **** loads if lag when unit numbers grow.

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Ariaga Author
Ariaga - - 882 comments

You're right about polies and textures not really being that important, though I'm not sure if it's only the pathfinding. With 300 units moving at once, there's stuttering when they're on screen, but when they're off screen, it runs as smooth as silk. SAGE seems to have issues drawing many units on screen at once, which probably explains the close zoom for unmodded Generals. Since it doesn't draw all of the terrain, it's likely it does the same for units as well..

That's a good thing for me, since I've given up on rigging vehicles like infantry. Binding models to bones works fine, but it causes shadow problems. Oh well

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Thilaksha
Thilaksha - - 1,085 comments

I have the probelm of using too many texture files for the skins. I had 10 512x512 files per unit at a stage(I know thats crazy). I cut it down to 4-2 files per unit now, and it has cut lag down a lot when I tested it. My poly count is a bit less than yours though. I just hope I can make my units even more effecient in the future.

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Thilaksha
Thilaksha - - 1,085 comments

Oh I just tested... and its true must be pathfinding. I tested a unit with 3 512x512 texture files on it more polies than the tomahawk launcher. It lags with less tomahawks than with my unit and holy crap it lags when you fire the hawks.

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Thilaksha
Thilaksha - - 1,085 comments

I hope we can fix this issue some how... as its engine problem not polies or skin.

That QSN guys seems to have modifeid the ZH engine to cope with his super high poly counts.

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Ariaga Author
Ariaga - - 882 comments

Don't really like the idea of modifying the engine.. Besides, it's not that much of a problem. Unless you're planning on making 5000 poly units too, there's no reason why you can't continue as is.

About Modern Warfare, I'm not really convinced that the mod will run smoothely on most computers. It probably won't crash on my old computer, but I doubt it'll run well. Everything about it just seems unnecessary to me..

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Description

Lag test. With this amount of Leos on screen, the frame rate stutters a bit. Each tank is around 900 polys with a 512x512 skin. Oddly enough, I got the same result with a similar number of Paladin tanks, a model with only a fraction of polys and a skin half the size. Currently trying to rig my tanks the way I do infantry, combining the chassis, turret and barrel into one mesh. Hopefully that would mean less strain on the engine