trepan mentioned a while ago that the best way to make suspensions is to use vertex shaders through LuaUI. That way, the suspension would be hardware accelerated and toggleable client-side. But that requires a level of leetness I dont have
Also, there is a "GetUnitTravel" Lua call-in that would be useful to make realistically turning wheels. I can setup the Lua required to make it available from COB, if someone wishes to use it and has trouble with Lua.
The model looks great BTW :) I'm even tempted to make the two fixed guns real, to satisfy the micro junkies.
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All of it can be done through BOS.
Seriously, I did a test with 1000 units having a script which checks for the turning angle (and some more) and all of them together put like 3% load on the script side.
Its 677 triangles, I was thinking about doing a hackjob on the wheels though to get it down lower, Original ingame weasel is 476 triangles.
I was thinking about removing the 7 triangle caps for each side of the wheel and putting a square plane over it and using the Alpha channel to cut out the edges and make the squares round for the wheel caps..
Its just a thought, but it sure would save me some triangles when I can cut those wheel caps from 14 triangles down to 4 per wheel.
Last edited by MR.D on 27 Nov 2007, 23:15, edited 2 times in total.
I think that even if we multiplied by 10 the number of triangles in units, the performance in games would barely change. If it really becomes a problem, Spring supports LODs anyway.
If you made a 10k poly model, I would be a lot happier But it's a lot more work, I suppose.
Tbh, since the origional in-game weasel is 476 triangles, mine being 200 triangles more isn't going to hurt diddly squat.
Almost every game I've played in the last 3 months, you see weasels and jeffy used only in the very early game, and typically players will have about 6-10 each.
What this ammounts to is for every 7 Ota weasels that would be drawn on the game, 5 of My model would occupy the same Triangle count.
And I just lolled at the 520 triangle count on the Krogoth, that just tells me that I can make 3.05882 (ota)gators at 170 triangles for the triangle count of 1 krogoth, and that we need a more detailed Krogoth model then .
Ok, so how do we use the LOD's anyway, will they have to be completely seperate .s3o models? or can we package them all nicely into 1 model?
Last edited by MR.D on 28 Nov 2007, 04:25, edited 1 time in total.
If the modeler doesn't make the different LOD's, we'd use a tool that does it for us. I think that any format for which there is a Lua parser is ok. There should be parsers for .obj and .3so, at least.
Then we'd feed it to unsynced Lua and it would take care of swapping the models, I think. I'm sure it's possible, I'm not entirely sure of how it's done exactly (yet). trepan was looking for a high res model to demonstrate LODs in Spring, iirc, so maybe he'd be eager to help.
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