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Posted: Fri Sep 15, 2006 12:23 pm
by Zapper
@Y_P and Dog.
1. LOD??(Level of Detail) is needed more then ever, otherwise we will stress the GFX more then we like, even big GFX cards can crumble with with bad pixel/poly management in the code.
Posted: Fri Sep 15, 2006 2:40 pm
by Orion
The game already does LOD, the problem is nobody knows how to use it (I dont think). All the original models have LOD built in, but I dont think any of the new faction models do.
If you're talking about texture LOD, it's probably not worth it, the GPU will only draw as many pixels as it needs, and loading up more texture levels wouldn't be worth it because of the overhead.
Posted: Sat Sep 16, 2006 9:34 pm
by Adaven
Getting a poly LOD system would still be extremely useful, especially w/ user selectable settings. That way we could include Higher poly count models without ruining the game for those w/ slower systems, which also indirectly helps the current high-res project. Slightly better models up close could probably get away with 1024^2 textures and still look better overall and use a lot less video memory than the current models would with 2048^2 textures.
Posted: Tue Sep 19, 2006 8:32 pm
by SpaceJunk
Adaven wrote:QUOTE (Adaven @ Sep 8 2006, 08:00 AM) I pm'd SpaceJunk to get permission to touch up the clipping issues on his Uranium rock, but he hasn't responded yet.
Sry I've been off and now trying to run Alleg in an old 750Mhz with wireless connection.
You can do whatever you want with those textures, of course. /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Posted: Wed Sep 20, 2006 1:11 am
by Your_Persona
I got my internet and computer set up again finally. /blush.gif" style="vertical-align:middle" emoid="

" border="0" alt="blush.gif" />
Been quite busy at work and with the ladys, but Im here again. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Posted: Wed Sep 20, 2006 3:39 pm
by madpeople
Your_Persona wrote:QUOTE (Your_Persona @ Sep 20 2006, 02:11 AM) but Im here again. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
harrar! /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Posted: Thu Sep 21, 2006 6:24 am
by Terralthra
Your_Persona wrote:QUOTE (Your_Persona @ Sep 20 2006, 11:11 AM) I got my internet and computer set up again finally. /blush.gif" style="vertical-align:middle" emoid="

" border="0" alt="blush.gif" />
Been quite busy at work and with the ladys, but Im here again. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
w00t! YP /wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" />
Posted: Wed Sep 27, 2006 6:14 am
by Adaven
Hey Y_P, how did you come up with that template for the environments? I'm wanting to remake it at 2048 and have the lines crisp as possible to help minimize my human error.
I tried pulling up some of the globe#.mdl's in milkshape but it said it couldn't find a cvh nor some other important stuff. I'd like to know how I can view the uv map and also how you found the ratio's for the hexagons if you remember.
Thanks in advance.
Posted: Wed Sep 27, 2006 6:44 am
by Your_Persona
Adaven wrote:QUOTE (Adaven @ Sep 27 2006, 12:14 AM) Hey Y_P, how did you come up with that template for the environments? I'm wanting to remake it at 2048 and have the lines crisp as possible to help minimize my human error.
I tried pulling up some of the globe#.mdl's in milkshape but it said it couldn't find a cvh nor some other important stuff. I'd like to know how I can view the uv map and also how you found the ratio's for the hexagons if you remember.
Thanks in advance.
I had to write a program to draw the uv coords from the .x files. Thinking back, I probabally could of found one, but what the heck. /blush.gif" style="vertical-align:middle" emoid="

" border="0" alt="blush.gif" />
Its really not much, and your will have to resize the window after loading a file to have it show all the points, but here is it if your interested.
http://austin.bluedepot.com/alleg/allegianceXuv.zip
It requires the .net 2.0 framework.
Also... currently each environment uses its own globe?.x file.
globe1.x uses environment1.bmp ect. But there is nothing preventing us from just copying globe1.x and using that same uv map for each environment texture.
Posted: Wed Sep 27, 2006 6:48 am
by Your_Persona
As a side thought.. It might be worth creating a new .x file for the environment that way you could increase the points in the sphere, and also use a different type of uv map. /wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" />