Random WIP 2014+
Moderators: MR.D, Moderators
Random WIP 2014+
Courtesy of yuritch:
Re: Random WIP 2014+
was that a real thing? Or, since its for s44 (i assume), what´s the name of it?
Looks awesome anyway, all the small details are very cool.
Looks awesome anyway, all the small details are very cool.
Re: Random WIP 2014+
Yes, Marine Artillerie Leichter II (MAL II)
Re: Random WIP 2014+
Slow thread is slow
Re: Random WIP 2014+
I could post in here but I still don't like how my older posts are all in random WIP and fairly dominate
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Random WIP 2014+
Spent all night on him. He's based upon models made for evo by firestorm. Unfortunately the models that firestorm created, I can't use due to the fact that he scaled the parts pretty hugely (not his fault, he couldn't possibly have known).
So I decided to suck it up and just use his models as inspiration to do my own. I'm going to use this chassis as a template for creating the other amphib replacements. I can reuse the basic chassis and change around external stuff so that they don't really resemble one another.
Special cheers to smoth for teaching me a bunch of tricks in wings a few months ago that make the process of lego building much less of a pain in the ass.
If you're wondering why the up close res is kinda low, it's because for the entirety of legos, evo is now using a 512x512 atlas and a 1024x1024 normal map. So basically it becomes super efficient and at any remotely normal playing distance, any blurriness on the texture isn't even noticeable.
So I decided to suck it up and just use his models as inspiration to do my own. I'm going to use this chassis as a template for creating the other amphib replacements. I can reuse the basic chassis and change around external stuff so that they don't really resemble one another.
Special cheers to smoth for teaching me a bunch of tricks in wings a few months ago that make the process of lego building much less of a pain in the ass.
If you're wondering why the up close res is kinda low, it's because for the entirety of legos, evo is now using a 512x512 atlas and a 1024x1024 normal map. So basically it becomes super efficient and at any remotely normal playing distance, any blurriness on the texture isn't even noticeable.
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: Random WIP 2014+
It took you 4 months to reach this conclusion?
I must admit that I don't find the explanation satisfactory.
For instance, what did you find wrong with this (that can't be fixed)?
I must admit that I don't find the explanation satisfactory.
For instance, what did you find wrong with this (that can't be fixed)?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Random WIP 2014+
As I said, you scaled the parts up to what looks like several times their original size.
You can get away with some scaling, but not that much.
It's not a big deal, there isn't really any way you could have known, considering that you aren't that familiar with legos, and in looking at the models, I did not realize that you had scaled those parts like that until I actually had the unit ingame and it looked like that.
Re: Random WIP 2014+
What is the problem with scaling up the parts? Texture stretching?
Why reduce the atlas down so much?
Why reduce the atlas down so much?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Random WIP 2014+
The atlas was originally 2048x2048. By taking it to 512x512 I doubled my framerate and made it possible for lower end computers to actually play evo.FLOZi wrote:Why reduce the atlas down so much?
Considering that I'm a 6core 3.5ghz, 8gb ram, 660GT, the fact that my framerate doubled should explain why, in and of itself.
Re: Random WIP 2014+
Maths teacher tip; there is a power of 2 between 512 and 2048
In fact it is my favourite integer, 2^10
In fact it is my favourite integer, 2^10
Re: Random WIP 2014+
Sounds like your atlas is missing mipmaps?Forboding Angel wrote:The atlas was originally 2048x2048. By taking it to 512x512 I doubled my framerate
Re: Random WIP 2014+
That's a good point, S44 has 100+ textures (counting diffuse only) most of which are 512x without performance issues, how can a single 2048x be that slow Is the atlas a dds?jK wrote:Sounds like your atlas is missing mipmaps?
If it really is, it suggests to my lay mind that atlassing is not all it is cracked up to be.
Re: Random WIP 2014+
I smell FUD.
Forb, what test case did it double your FPS in?
jK: doesnt spring build mips for non dds anyway?
Forb, what test case did it double your FPS in?
jK: doesnt spring build mips for non dds anyway?
Re: Random WIP 2014+
For non dds yes, for dds only in special cases when GPU (driver) supports it, else it will only the mipmaps included in the dds.Beherith wrote:jK: doesnt spring build mips for non dds anyway?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Random WIP 2014+
Flozi, in can be that slow if the tex2 and normal map are also lolhuegified.
Behe, actual gameplay. If you like I can show you how to replicate it if you have the evo sauce on hand.
Behe, actual gameplay. If you like I can show you how to replicate it if you have the evo sauce on hand.
Re: Random WIP 2014+
still the real cause might not be size but what jK said
Re: Random WIP 2014+
yeah I am having difficulty believing it is the size as well.
Re: Random WIP 2014+
Dragging things marginally back on topic;
New decals for MCL beacons:
And dropship landing zone:
New decals for MCL beacons:
And dropship landing zone:
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
Re: Random WIP 2014+
impressive work flozi