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Number of Map Objects

  1. #1

    Number of Map Objects

    Hi guys,

    I have used the search function and come up with quite a few threads, but none of them really help much - actually they raise more questions.

    What is a healthy number of objects a map can have? Even just an approximate figure would be good.

    At the moment I'm trying to make maps with less than 500 objects - this isn't very detailed.

    From my forum search I came across a thread saying decals are bad for performance. What are decals?

    Do splines affect system performance?

    What about grass?

    The map I'm trying to make is jungle like. The following picture gives a good approximation of what i'm after (this part of the map is very small). I want to make a small path surrounded by jungle for infantry to patrol through.

    http://ww2.hdnux.com/photos/11/64/67.../3/628x471.jpg

    I have been looking myself at various textures/objects.

    Just wondering if others have come across textures/objects they feel make a really good jungle/dirt path effect.

    Thanks

  2. #2
    There is a graph in WorldBuilder ( one of the top tab tools) that shows a read out of the area on a map your currently on. Unfortunately I was told by OnkelSam some time ago what was a good number for it but have since forgotten the values. Hopefully he see's this post and can inform you or someone else who may know. As for the amount of objects on the map, it doesnt necessarily come down to how many are on there, ( although that does play a role overall) but what models are used and how many, as different models have different amounts of poly's or tris.

    So basic models with a small poly count can be used alot, whereas others will start to slow down performance. A good example are some of those bunched up trees relic uses, if you where to fill a map with a shitload of them it puts an enormous strain on ppl's computers because those models are high in poly's and if the map is choked up with them then it will most definately slow down performances on pc's. As for the splats and splines, they are specifically designed not just for visuals but because they are a good alternative to give the landscape a realistic feel without having the need to use too many map textures on the ground as these too, if used too much will create performance drop on some ppl's computers. Splines have multiple uses as they also create cover, speed alterations and some other benefits associated with them. If your able too, open up a relic made map ( or map contest winners maps) and you'll see they use alot of splines, splats etc. as they're designed to be used like this. You should then also be able to gauge possibly on that graph I mentioned what seems to be an average value for an area on the map

  3. #3
    Member Janne252's Avatar
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    What is a healthy number of objects a map can have? Even just an approximate figure would be good.
    This of course varies between 1v1, 2v2, 3v3 and 4v4 maps, but as sirpsychoj said, complex models cause more work than simple models.
    For example Angoville has 701 objects, 847 splats and 653 splines. Rails and Metal has 3116 objects, 3216 splats and 871 splines. Montargis region has 3983 objects, 5087 splats and 2053 splines.

    From my forum search I came across a thread saying decals are bad for performance. What are decals?
    Decals are like splats, 2d textures added to the terrain. In mapping contests hosted by Relic decals were unallowed to use in maps.

    Do splines affect system performance?
    Map can have over 2000 splines like Montargis Region has, but still runs pretty smooth, but of course with lower frame rate than Angoville.

    What about grass?
    Grass should be used to add details, not to use to cover large areas, like fields. Taking a look at Relic maps will give a good idea of how much grass should be used.


    Here's a snippet from Relic's official mapping contest rules:

    Code:
     6. All maps must adhere to the following design rules:
    a) Building sets are limited to 1 (one) building set per map (e.g. Rural, Urban, or Industrial.
    b) Do not use decals.
    c) Keep render calls at around 300.
    d) Try to limit water to 1 (one) water source.
    e) Keep maps light. Too much variety in textures and objects will use up too much video memory.
    You can view render calls by clicking Advanced --> StatGraph. Render call is 4th one from the bottom, "render()", with bright red color.
    Reload Attrib files ingame with SCAR

    Do you need help with SCAR?


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