Tue Jul 19, 2005 5:36 pm by Aldebaran28
This is subjective to a number of things and depends where the model is being used and how many other polygons will exist in an area. Here is some rough guides, but there is some leniance with it:
Small ships (fighters and transports): ~2000-3000 polygons (depending on how big your NPC patrols are).
Big Ships (large transports): ~3000-4000 polygons (subject to same conditions)
Really big ships (i.e. Battleships): ~5000-6000 polygons (if there are large numbers of capital ship encounters, reduce this count)
Space Stations (for a single model, excluding module extensions): ~12'000 (this is approximately the largest model in Freelancer size).
THN Planetary Scenes and Dock Scenes: ~15'000-20'000 (because of their nature in the code, I have found their counts can go a little higher than the rest of the models in game... however, remember to take into account all other models in the area as well).
The exact maximum polygon count is debatable, but large_old_station is set to around 12'000 polygons (the biggest Solar Object I've found so far in regards to polygon count), so this is a good judge to go by for what Freelancer can handle and still remain within the manufacturers system recommendations. The counts can be pushed a bit a higher, but the higher you go, the better spec machine people will need to run a mod with those models, which is not an ideal stance for a mod to be slapping new minimum systems specifications on the side of their mod.
Freeworlds Mod Developer
Author of Modular Station
'There is no Good nor Evil in the universe, just perceptions and circumstances.'