Dear
@CO_Dae,
thanks a lot for adding this very usefull information this fast.
Though I'm baffled you seem to miss the point of my (our) polycount request entirely. (no offense)
Of course you aren't
enforcing polycounts, we know that part and nobody said you were. That's why we can create LOD's (!) with 100k polys without any problems.
The wiki is very detailed regarding lods. so we all know we should not create a 100k poly lod.... but still have no clue what you did with your detailed models.
When your asset creators did those models they obviously had a polytarget. it's not like one 1x1 building has 120 polys and another has 120k polys.... the polydensity is obviously rather even.
While experienced CAD users / asset creators might be good at guessing what you guys did (eg you might have used about 1000 polys for smaller buildings... we don't know for sure), lots of beginners seem to be totally fine uploading 100k poly buildings they created or downloaded somewhere to the Workshop. And it's not their fault, is it? (OlaHaldor obviously has some experience and will reduce polycount but is a 80k train supported/intended by you guys??) So
one of those buildings probably has as many polys as all your new EU buildings
combined and in
another thread we are told EU buildings are limited to one theme to increase performance. .... wow ... just wow
Don't you think like 3 sentences telling beginners which values you tried to achieve during developement would make some ppl rethink their Workshop assets and much better assets would be the result?
eg.: "our 1x1 and 2x2 buildings mostly use 512x512 textures and try to archieve a polycount up to 500 tris."
or:
the built-in vehicle models are about a 500-1000 triangles each with textures smaller than 1k X 1k. LODs have less than 50 triangles each.
(which you sadly didn't add to the wiki)
maybe the polycount of the final asset (mesh + props) would be evenmore helpfull. idk
If you could add just some sentences regarding what you tried to do to the wiki you'd be my personal CO hero and Workshop saviour!! no joke!
Else we'll probably have to somehow extract your meshes to get those values and stop guessing.
EDIT: just read the reddit AMA.
As i read co expacted the wiki to be more active. It's great we have it cause you don't have to do one obviously. But imho a wiki should not be based on assumtions.
So atm we could create lists (which actually do exist kinda) of Asset Templates that actually work (Color Variations etc), HexVars which might be editable or some code snipets. That's what we can verify. But imho most modders hope those thinks get fixed and handled correctly instead of contributing on non- or maybe-functionality to the wiki. I could be wrong but pages of these kinds actually got removed or moved to "private" subspaces after release. What's our role?
We can't write about stuff we don't know and can't dig into for now. You should give ppl a hand with the basic stuff (and you do for the most part). if you look at the history of the Asset Editor page and search for "poly" you'll only find it in the lod part (8 times though). Afaik added by a guy (Gula!) who took a good guess instead of having actual data (or maybe he asked one of you for this info?). the overall content could be shortend by alot.
Instead you added stuff ppl could actually check for themselves.