Desert Citys\Towns\Villages
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As it is now, I just invested some US$ this RL week in some software (Polygon Cruncher) that allows me to further reduce the TRIANGLE count and other things in 3DS MAX that should help us in Falcon when it comes to these Complex features.
Example1:Example 2:
As we can see it does a very good job at reigning things in
In Falcon, our main concern should be Rendered when it comes to DX. I know from experience that she can PROCESS a hell’uva lot more than we think……in the wink of an eye ;)… Just my opinion…LOL!!!demer
Demer how is this better then the one that 3dsmax has already? Pro optimizer IIRC.
I seen their site but couldn’t spot the difference.Edit: hmmm probably keeps better geometry and saves u from this?:
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Yes, Arty, one click and done
I paid for ease of use, I am sure some kid will rewrite the Pro Optimizer algorithm in the future, but we’ll have to pay for that too……LOL!!!
demer -
Sooooooooooo……working on Upchuck 2, I have decided to give Y’all the WHOLE enchilada as ONE LOD:
BAWAHAHAHAAA……FPS is 9…LOL!!!
Just joking, BUT Proof of concept is there.SHE will render it.
tired Demer
P.S. I will continue to break Luca works into something we can manage in Falcon -
This whole thing is interesting, however, I’m concerned about the max number of tris (and not polys, since tris are the main unit of measurements in F4).
Scenario 1 : low density urban environment : suburban area, village, whatever.
Let’s imagine we typically have one house in a 20 * 20 meter square. We model the house in the simplest way : a pure cube, without a face on the bottom. 5 square faces, ie 10 tris. That makes 1/40 tris per square meter.Lets add a road up front. 10 m wide, with sidewalk and all. multiply by the house width, that makes 200 m2 more. So 10 tris per 600m2, ie 1 tris per 60m2
If we fly low level, we want to have something like a 2 NM visibility where we see houses in 3d. Further out, we can imagine a carefully done LOD incorporating clunches of houses together.
If work is done correctly, only houses in the FOV will be rendered. So let’s say 60° FOV. That makes 3700 m * 3700 m * PI * 60°/360° * 1/60 tris per m2. Total : 120 000 tris.This is with bare minimum requirements in modelisation. If you want a pointy roof, add 1 square (2 tris) and 2 triangles, 14 tris per houses. Total 170 000 tris.
Not unmanageable at all, its pretty much as much triangles as when you are with 5-6 F-16 in the FOV, like in a refueling or at taxi. But modelisation needs to be extremely low poly !
Scenario 2 : a pure urban environment. We imagine city blocks, squared, 100m on each side. 10m large road on each side, adding 10m on each side. So one city block per 110*110m2 (Note 1). Based on the previous 1 tris / 60m2, that means you are allowed roughly 200 tris for your city block. IMO, very manageable, if you are not “extra creative”. The relief effects, windows, fences, whatever…. needs to be rendered in the texture only.
All in all, I personnally think it is manageable, but tris must be reduced to a strict minimum. 500000 polys (ie ~1 million tris) for a small village is just not possible. Ie : No cylinders, spheres, just plain squares (or parallelepiped), pyramids, and that’s it.Note 1 : each road is “shared” by 2 city blocks, hence 110m and not 120.
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I am looking at a combination of both Scenario 1 and Scenario 2 ATM.
A compromise along the lines of the first release of blocks. Minus Jans palms. (they can be added as a secondary feature, no offense Jan)
I agree with your synopsis of what is manageable with FalconBMS and DX.
Though I’m a bit against rendering more than one LOD per model ATM……outside of vehicles, yes I agree with your format, damaged, destroyed.
As well as features on a strategic OBJ. Necessary for game play, yes.
The rest (this example) IMO is just Eye Candy…BUT we have never had this B4 when it comes to 3rd party Desert Theater types
I will continue to develop Lucas work and hopefully provide the theater developers and the FalconBMS community something useful for their future development.That is all I endeavor to do ATM,
demer
BTW: Thanks for the positive input M8, more should follow your train of thought
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sure it will and even more.
From B.Martins Brutality test…
and mine:
and with power lines…
Don’t forget mother nature:
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checkmate…!!! YEssssss…!!!:bdance:
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Hee hee… “new” screens, Arty…?
After two years, I was just about to bump that thread…
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Not new. Just unposted.
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I am installing and uploading the F4DesertCity. Where do I upload the what is the CT no. in the Israel Theater for the DCQuad1.lod?
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Can Anyone HELP PLEASE?..…
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Hello anyone? Can Anyone HELP ME PLEASE with somekind of info?
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Err your question doesn’t make that much of sense.
One could answer upload it to mediafire. About the ct number of a custom lod file well u create it as u imported it or when u import it.
So or take a look at my hotlist and find what u r looking or please rephrase and make us understand what u want to do. -
Ummm….F4DesertCity is not a MOD that install’s itself.
It is a set of MODEL’s that you could use if you so desire as they are all licensed as freeware now.
How to install the LOD’s???
Is that your question.regards,
demer -
Yes demer928 , that is exactly what i want to know in How to install the LOD’s Is that your question.
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Yes demer928 , that is exactly what i want to know in How to install the LOD’s Is that your question.
I believe Arty has a Tutorial on how to install LOD Models.
I also believe there are a few others that have tuts posted in the Falcon world over the years.Not for the feint hearted, 'cause if done incorrectly you will pork your database.
Regards,
demer