S3O Drawing efficiency. 56K BEWARE. - Page 2

S3O Drawing efficiency. 56K BEWARE.

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

Argh wrote:Ok, I've converted every model in NanoBlobs to use DDS files, now that I've found out how to not have them draw black in the game engine. I was hoping for a big improvement... and got a smallish bump. Ah well.
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Hi Argh,do you means model became black after imported in upspring and/or dont appear in game ? what cause it ? ive been look for answer for month without result so please answer
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

If not shown at all:
ig Upspring go to the "Model" tab. hit both the estimate buttons and fill in something as the model height. (this also have influence on the height where the health bar is located.)

Model shows up black:
I never got DDS to work either. Write us an tutorial!
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Maestro, the screenshots in this thread are of DDS-skin S3O models. They're obviously not black ;)
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Image

Another shot demonstrating how origins for shooting are being misplaced.
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

DDS textures need mipmaps stored in them in spring. Maybe that is the problem?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Well, since I guess my hinting about DDS may not have been helpful enough, here's the "secret":

When making DDS textures for models in Spring, one must use the "all levels" option in the nVidia DDS plugin. Spring doesn't read DDS textures with 1, 2, 4, 8 etc. mipmaps- it wants the full 13.

Maestro's tutorial shows a very old version of this plugin- please go to nVidia's website and get the latest version.
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