'[R-CON wrote:Z-trooper;886863']What he means is that bf2 (and pretty much all other game engines around) dont like the so called "Ngons" ("N" being a random single digit number equal to or greater than 3), but in the world of computer graphics the term is used when talking about polygons with more sides than 3 (so N > 3).
Anyways... The point being, ALL computer graphics is handeled on a triangle level (all geometry with a surface - so wireframes are excluded from this). To define a surface in 3D all real time gfx systems (games) use the simplest primitive to build surfaces. Triangles. That is also why people should really report their triangle count (its what counts when it comes to performance). A "polygon" is a "many sided face" with all from 3 to infinite sides, so polygon counts are utter useless for limits for games.
Anyway (got a bit carried away there, sorry :roll, your modeling environment might be alright with you having "Ngons" in your mesh (well, actually you dont have, you just cant see the triangles by default - go to edge sub object level and hit "turn", there you can edit and see your triangulation...). When importet into a engine it might cause errors (not bf2, mostly very old engines or simple exporting plugins), or it sets a random triangulation (bf2) of the undefined hard edges you see under the "turn" tool, which can cause smoothing errors or just wierd mesh surfaces.
So when you are 100% done with the model, go through it and connect all verts so its made up of only triangles (probably quickest after UV mapping so it dosnt get cluttered and you forget to map very small or thin triangles)
Sorry for the confusionits not that important yet.
and some whise words of Z :mrgreen, youre forgetting that games CAN handle polygons (4 sides) and that Ngons are 5 or more sides












