T-0NIC Posted March 28, 2003 Share Posted March 28, 2003 I´m thinking about making a mod, the finale would be a great battle. And now I want to know: What would be the computer requirements if there were 100 NPCs in one map ( 50 good guys and 50 evil guys)? And what about the FPS? Link to comment Share on other sites More sharing options...
Eldritch Posted March 28, 2003 Share Posted March 28, 2003 This isn't really the type of question one normally asks in the Swamp. However, I don't think that the Q3 Engine is even *capable* of putting that many models in a map, no matter what type of processor you had. You could have 100 total, but they'd have to come in waves. Link to comment Share on other sites More sharing options...
T-0NIC Posted March 28, 2003 Author Share Posted March 28, 2003 I was thinking of a Battle like in LOTR: Two Towers for PS2 ( you fight against enemies and around you the battle goes on). PS: Well, so or so it´s a coding question! Link to comment Share on other sites More sharing options...
leXX Posted March 28, 2003 Share Posted March 28, 2003 Moved to the General Editing forum. I think you will get more help in there from people in the know. Link to comment Share on other sites More sharing options...
razorace Posted March 29, 2003 Share Posted March 29, 2003 Not sure. Depends on how you do it and how powerful the computer is. Link to comment Share on other sites More sharing options...
babywax Posted March 29, 2003 Share Posted March 29, 2003 Well, a good idea would be to put some sort of "fog," (I don't know much about JKII map making, only Half Life map making) I.E. Sprites, so it looks like they fade out, but then have no men behind the fog, and then you would have either waves of men come, or when one dies another one comes out until 100 have come out, so you could reduce the total in the map to about 20 or so, but giving the illusion that there are many more. Link to comment Share on other sites More sharing options...
razorace Posted March 29, 2003 Share Posted March 29, 2003 A bottleneck type of fight setting would make a fewer number of on screen characters seem like a whole army. Link to comment Share on other sites More sharing options...
lassev Posted March 29, 2003 Share Posted March 29, 2003 The number of NPCs has a huge impact on the FPS. Of course, my computer is only 1000MHz, so it's not exactly the strongest thing on the market, but still my map contains a hall with about 30 NPCs and even that lowers the FPS considerably (I can tell, because after you have started killing those poor STs, the FPS will soar up). 100 NPCs at once... No hope of playing that map on my computer. Link to comment Share on other sites More sharing options...
T-0NIC Posted March 29, 2003 Author Share Posted March 29, 2003 Well, I have 2000 MHz and a GeForce 4 and 256 RAM. Could I put at least 50 NPCs in my Map? Link to comment Share on other sites More sharing options...
lassev Posted March 29, 2003 Share Posted March 29, 2003 In the end, the only way is to try. However, you should also remember that the bigger the open area is, with no VIS blocks, the lower the FPS will be anyway, with or without NPCs (assuming you have a decently detailed map with shaders and curves). "A great battle" does sound somewhat grandiose in that respect. If you don't already have the architecture built, just make a very large hall with some hastily built details, perhaps some models, then add 50 NPCs. If the FPS goes down, you can be sure that it's even lower in the final product. Still, everything's worth trying. Link to comment Share on other sites More sharing options...
Hekx Posted March 29, 2003 Share Posted March 29, 2003 If you have 4 or 5 enemies at a time, that come in waves, like the 'Ladder' map, it should work. First you'll need the models though. Unless you plan on using the skins. Link to comment Share on other sites More sharing options...
Agen Posted March 30, 2003 Share Posted March 30, 2003 lol i used the npc cheat and got aobut 70 stormies into my game in the pit map. Link to comment Share on other sites More sharing options...
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