Terrain or hierarchical model? [message #-993989] |
Mon, 14 October 2002 18:52 |
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I've been working on a map which has a D-day style beach on it with lots of hogs (tank barriers) and razor wire. The problem is that in Renegade, when looking at it, my fps goes down to about 6.
Would it be better to save the hogs as a hierarchial model and put on the map in level edit, or have them included in the terrain(as they are now)?
Would this make any difference in fps?
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Terrain or hierarchical model? [message #-993988] |
Mon, 14 October 2002 23:49 |
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What's your poly count? Have you rebuilt the culling system? Have you tried adding the optimize modifier to your terrain? These all affect fps, but your export type should not affect the speed.
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Terrain or hierarchical model? [message #-993987] |
Mon, 14 October 2002 23:56 |
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Poly count isnt really a factor to the Renegade engine and FPS --
it's more of texture problem - alot of them will slow you down.
ACK and others have played with this and found this to be true..
Check you textures - and you may want to use VIS to help the FPS.
A quick way to test it is to make your terrain without textures - add the models without textures - then see what happens to your FPS.
If your stuff is just static - make it as terrain. [ October 15, 2002, 06:58: Message edited by: StoneRook ]
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Terrain or hierarchical model? [message #-993985] |
Wed, 16 October 2002 05:39 |
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Someone mentioned that you can make your textures DDS skins and that will help. I dont know if thats true, because I dont have a Photo tool that can use the DDS plugins. (old Adobe Version).
also Build Dynamic Culling System, from the VIS menu will speed up FPS if you dont want to Generate VIS data. Do that after you Generate Pathfind just like if You were going to run VIS Generate.
and yes alot of TGA textures will Lag map.
oh yeah, BTW KANE LIVES! LOL
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Terrain or hierarchical model? [message #-993984] |
Tue, 15 October 2002 19:02 |
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My map so far is about 20,000 polys, so not that much really...
I have other objects on my map which take up more polys, and alot more textures (eg. a Nimitz carrier....you get the idea). So, i isn't making much sense. I have not played with the vis, or culling system yet cause im still modeling, it just doesnt make much sense.
The tank barriers and razor wire take up 6000 polys, and 2 textures. The Aircraft carrier takes up 10,000 polys and over 50 textures, yet it has better fps!?
I can't make any sense of it...
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Terrain or hierarchical model? [message #-993983] |
Tue, 15 October 2002 22:52 |
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quote: Originally posted by garth8422: Someone mentioned that you can make your textures DDS skins and that will help. I dont know if thats true, because I dont have a Photo tool that can use the DDS plugins. (old Adobe Version).
Hmm, I wanted to do this to reduce the size of my .mix file, but all I got in Level Edit was a missing texture (the white Westwood logo.)
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Terrain or hierarchical model? [message #-993982] |
Wed, 16 October 2002 07:35 |
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You use Gmax, correct? if so, i think you are gonna wanna remake most of your items... 20000 is a pretty big number! i found that killing 7 polys on cirles help and takeing out hieght segments to one.
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Terrain or hierarchical model? [message #-993981] |
Wed, 16 October 2002 07:47 |
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20,000 polies should not affect it. My map Secretbase has 56,964 polys before you add the stuff in Level edit. It has run fine every time I've tested it, others have said so also.
I used for the most part textures found in Renegade already to save file size. The extra textures I have used were all converted to .tga.
What format of textures did you use? Also if you used textures already in the always.dat you don't have to include them in the .mix file. Don't know if that would help performance though.
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Terrain or hierarchical model? [message #-993980] |
Wed, 16 October 2002 10:05 |
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quote: Originally posted by scarface: The tank barriers and razor wire take up 6000 polys, and 2 textures. The Aircraft carrier takes up 10,000 polys and over 50 textures, yet it has better fps!?
50 different textures on the aircraft carrier?
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Terrain or hierarchical model? [message #-993979] |
Wed, 16 October 2002 11:39 |
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Firstly 20,000 polys is not much. C&C_City_Flying has over 40,000. I use both Renegade textures and custom .tga format textures, the same as Renegade. The carrier has alot of texture, but maybe not quite 50...
I might just have to work on vis and other things in level edit to maximise fps. But i still don't understand it...
Also, do alpha blended textures take a heavy toll on fps??
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Terrain or hierarchical model? [message #-993977] |
Wed, 16 October 2002 14:31 |
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quote: Originally posted by scarface: Firstly 20,000 polys is not much. C&C_City_Flying has over 40,000. I use both Renegade textures and custom .tga format textures, the same as Renegade. The carrier has alot of texture, but maybe not quite 50...
I might just have to work on vis and other things in level edit to maximise fps. But i still don't understand it...
Also, do alpha blended textures take a heavy toll on fps??
Can you show us a screenshot of this aircraftkiller?
Edit: I meant to say "aircraft carrier" and not "aircraftkiller". (I'm tired right now.) [ October 16, 2002, 21:35: Message edited by: jordybear ]
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Terrain or hierarchical model? [message #-993976] |
Thu, 17 October 2002 05:36 |
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Here is the order of importance when building assets for Renegade (things on top are most expensive so optimize in this order)
- Minimize the number of non-opaque polygons (alpha, additive, etc) - Use one material per mesh! - Minimize the number of separate meshes - Minimize the number of textures - Minimize the number of vertices
If you're making objects, you should also only use the WWSkin modifier when absolutely necessary and minimize the number of objects that have "Export Transform" enabled.
Maybe you're using a lot of alpha or you need to "clump" your geometry into fewer, bigger meshes.
greg
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Terrain or hierarchical model? [message #-993975] |
Wed, 16 October 2002 19:09 |
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Thanks Greg!
And, alright, heres a screenshot of the map:
http://www.geocities.com/scarface_modder/Screen8.jpg
I have already posted images of this before. You can see the hogs and razor wire in the far right.
This mod is about 80\% complete. I'm still working on the final meshes, and fixing up mistakes (there were alot of them). I still have level edit to work on.
I hope to have the beta version out in a few weeks.
Btw, copy the url into you address box, UBB code isn't working for me.
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Terrain or hierarchical model? [message #-993971] |
Sat, 19 October 2002 06:05 |
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quote: Originally posted by scarface: Thanks Greg!
And, alright, heres a screenshot of the map:
http://www.geocities.c om/scarface_modder/Screen8.jpg
I have already posted images of this before. You can see the hogs and razor wire in the far right.
This mod is about 80\% complete. I'm still working on the final meshes, and fixing up mistakes (there were alot of them). I still have level edit to work on.
I hope to have the beta version out in a few weeks.
Btw, copy the url into you address box, UBB code isn't working for me.
It looks nice.
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