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Vanilla parts poly counts


GoDamitt

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Out of curiosity and for an example to work by, I opened all the vanilla parts in Blender and recorded their poly, edge, vertices counts.

It defiantly surprised me seeing the total count for one of every part.

Node colliders (Tris, Edges, Verticies)

advSas = 44, 66, 24

fuelLine = 12, 18, 8

fuelTank = 44, 66, 24

liquidEngine1 = 92, 138, 48

liquidEngine2 = 44, 66, 24

mk1pod = 236, 354, 120

parachute_single = 44, 66, 24

radialDecoupler = 12, 18, 8

RCS block = 28, 42, 16

RCSFuelTank = 44, 66, 24

sasModule = 44, 66, 24

solidBooster = 68, 102, 36

stackDecoupler = 44, 66, 24

stackTriCoupler = 56, 84, 30

strutConnector = 12, 18, 8

winglet = 12, 18, 8

winglet2 = 12, 18, 8

Total 17 node colliders (Tris, Edges, Verticies)

848, 1272, 458

Mesh (Tris, Edges, Verticies)

advSas = 524, 786,264

fuelLine = 125, 190, 74

fuelTank = 642, 963, 323

liquidEngine1 = 2059, 3236, 1183

liquidEngine2 = 2074, 3249, 1181

mk1pod = 1052, 1578, 528

parachute_single = 1016, 1524, 518

radialDecoupler = 280, 420, 158

RCS block = 422, 633, 213

RCSFuelTank = 380, 570, 192

sasModule = 1381, 2092, 705

solidBooster = 1292, 1953, 653

stackDecoupler = 804, 1206, 402

stackTriCoupler = 224, 336, 108

strutConnector = 116, 174, 64

winglet = 38, 57, 21

winglet2 = 106, 159, 57

Total 17 mesh (Tris, Edges, Verticies)

12535, 19126, 6644

Total 17 parts (Tris, Edges, Verticies)

13383, 20398, 7102

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An easier way: open KSP_Data\output_log.txt, search for \'loading tangents for <part>... expect <X> tangents\' strings and divide <X> by 3. You\'ll get exactly the number of tris :)

Yeah definitely handy if you know exactly what you\'re looking for.

Some models have several meshes though, so you need to add them together.

It was much easier having a visual display of the part I was looking at.

I might start noting in the opening post in all my models how many tris to each part.

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I might start noting in the opening post in all my models how many tris to each part.

Err... this information might be relevant to another modder (who can easily find that himself); while model\'s user needs to know only \'lags\', \'lags at first launch\' or \'does not lag at all\'. Not everyone visiting \'Projects and Releases\' even knows the word \'tris\'...

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Yep true, but I often think to myself (being a modder) 'I wonder how many polys that is'

Yes it it easy to import and find out, but it would be nice to know when reading an OP.

New modders would have a reference to work to/from.

Other modders can adjust their perception of their own models of how many polygons they have to work with.

Just doing this has shown me I can easily double my perceived poly count. I was cringing at the 5k polys in imdying new model, but now I\'ve realized that 5k is peanuts.

That doesn\'t mean we can be slack about polygons, it means we could be adding way more detail.

Correct me if I\'m wrong, but KSP doesn\'t support normal mapping 'yet' does it?

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Correct me if I\'m wrong, but KSP doesn\'t support normal mapping 'yet' does it?

I dunno what \'normal mapping\' is. I\'m less than 2 months in modelling :)

P.S.

Just doing this has shown me I can easily double my perceived poly count. I was cringing at the 5k polys in imdying new model, but now I\'ve realized that 5k is peanuts.

5k is \'peanuts\' for scene rendering only; while mesh loader/builder may crash. I\'ve got reports of 7k model screwed tangents builder so badly that the user had to manually erase all the \'mesh\' folders just to launch the game. And I\'ve got \'oops, game crashed\' messages myself while testing that model :(

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