I took a quick look at your v2.0 of this 'shelter hall' in GIANTS Editor.
Was really impressed by the vertically folding doors. This is much better than the sliding ones, which are seen in other mods' buildings.
However I did notice that the total vertices count was kind of a bit high (+120.000). Upon closer examination, I discovered that the lamp-fixtures ('lampen') and the water-drain system ('dachrinne') used about 65.000 vertices combined. Removing those 'detail objects' reduced the entire vertices count to about 57.000.
May I suggest that you in future models, you try to use less polygons/triangles for "rounded objects". Specially the lamp-fixtures, which IMHO does not need to be completely round. Maybe a cylinder/dome with a maximum 8 or 12 sides would be enough. - And set them to have 'no collision', to improve the overall CPU usage for collision detection the game has to calculate each frame.
Another suggestion for a very tiny bit more reduction of the total vertices count: Maybe consider having the two walls in 'Bodenplatte' consist on only one plane each, instead of being "cut up" by the stairs at both ends.
1 Comments for Shelter Hall
I took a quick look at your v2.0 of this 'shelter hall' in GIANTS Editor.
Was really impressed by the vertically folding doors. This is much better than the sliding ones, which are seen in other mods' buildings.
However I did notice that the total vertices count was kind of a bit high (+120.000). Upon closer examination, I discovered that the lamp-fixtures ('lampen') and the water-drain system ('dachrinne') used about 65.000 vertices combined. Removing those 'detail objects' reduced the entire vertices count to about 57.000.
May I suggest that you in future models, you try to use less polygons/triangles for "rounded objects". Specially the lamp-fixtures, which IMHO does not need to be completely round. Maybe a cylinder/dome with a maximum 8 or 12 sides would be enough. - And set them to have 'no collision', to improve the overall CPU usage for collision detection the game has to calculate each frame.
Another suggestion for a very tiny bit more reduction of the total vertices count: Maybe consider having the two walls in 'Bodenplatte' consist on only one plane each, instead of being "cut up" by the stairs at both ends.