Long Animations=lag? [message #55717] |
Sat, 22 November 2003 08:11 |
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maytridy
Messages: 1371 Registered: February 2003 Location: New York, USA
Karma: 0
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General (1 Star) |
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Would a really long animation (Like 50,000 frames) make a map lag badly?
What do you think about a 20,000 frame animation?
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Long Animations=lag? [message #55724] |
Sat, 22 November 2003 11:08 |
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NeoSaber
Messages: 336 Registered: February 2003
Karma: 0
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Recruit |
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I've never done an animation so long before so I'm just guessing here.
First, I think it would depend largely on what it was for. A 20,000 frame animation of a helicopter flying around in the sky probably wouldn't cause much of a problem. A 20,000 frame rockslide that buried players alive probably would cause problems.
Also, you would have to take into account the size of the .w3d. If it got really big it could take a moment to load, which would cause the framerate to drop.
Basically, I don't think the animation itself would cause a problem. It's how it was implemented that would cause issues. I can't be sure though. The largest animation I ever worked on was around 300 frames running at 30fps.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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Long Animations=lag? [message #55733] |
Sat, 22 November 2003 15:54 |
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maytridy
Messages: 1371 Registered: February 2003 Location: New York, USA
Karma: 0
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General (1 Star) |
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Well, it's of a plane (about 1,000 polys i think) that is non-collidable, only one texture, and it just moves up very, very slowly.
So, I think you're right...the animation won't cause lag as long as it doesn't interact much with the palyers, doesn't have multiple or blended textures, and is a relatively small .w3d.
Any other comments?
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Long Animations=lag? [message #56014] |
Wed, 26 November 2003 22:27 |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
Karma: 0
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General (1 Star) Moderator - Mod Forum |
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I thought w3ds only supposed animations with 100 frames...my mistake then...
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
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Long Animations=lag? [message #56032] |
Thu, 27 November 2003 02:53 |
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npsmith82
Messages: 525 Registered: February 2003 Location: England, UK
Karma: 0
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Colonel |
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There's a massive W3D animation used in C&C Generals, that i'm sure is 2000 frames or more... The one with the bridge being detonated as chinas forces are moving over it (from mission 2/3 i believe).
WOL: npsmith82
For RenAutoComplete, RenSkirmish, RenBuddyList and RenWOLstatus please visit (IE) TheCodeSmith.com
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Long Animations=lag? [message #56074] |
Thu, 27 November 2003 12:09 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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The only lag I can forsee, would be when it is loading the w3d. But if your animation is just a bone, it should remain reltivly small, and it shouldn't be a problem
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Long Animations=lag? [message #56104] |
Thu, 27 November 2003 14:31 |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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You should only be tracking an OBBOX (maybe not even that) in game so there is no problems with the lag. The only lag you could possible get is video (fps) lag if you used lots of polygons and materials. Genrally you can only cause network lag by tracking collisions.
If you was to render a collision map of a WW map you would see that it is fairly basic. You would get the main shape of the terrain then boxes around things like trees and vehicles to reduce what the game has to track. This goes for using collisions that don't need to be used (e.g. vehicle collision inside buildings) although WW did enable this for some reason.
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Scripts.dll Debugger, Map Scripter and Tutorial writer
Computer Science Bsc
Aston University in Birmingham, UK
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Long Animations=lag? [message #56534] |
Mon, 01 December 2003 23:35 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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If you set it up in LE so that it repeats it will
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