Tomcatz ShipYard
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Tom,
Your models are fantastic, but I think you totally miss the meaning of the word “LOD”.
LOD is Level Of Detail.
In Falcon, you need different LODs for each model. That’s it.PS : Even LockOn uses LODs
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Hmmm old saying…
When Mohammed doesn’t go to the mountain the mountain goes to the Mohammed…
Also jumping on it…
Carriers are far away from the FLOT most of the times… Kimpo could someone tell us how many poly count’s does it have??? Compared this to this SUPERB Carrier Model than Tom Catz Model is just a play…
So no need to go ballistic on Naval units poly count… 50k I believe are fine… unless u put this master piece parked at Kimpo…
If u could Tom Catz and can spare the time please Park it on Kimpo as a vehicle or as a building (easier) and fire up a Campaign and see how it goes FPS wise… and then tell them the results… tststs
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Tom,
Your models are fantastic, but I think you totally miss the meaning of the word “LOD”.
LOD is Level Of Detail.
In Falcon, you need different LODs for each model. That’s it.PS : Even LockOn uses LODs
Good point Buzzz! I didn’t thought about the fact that Tom could not be aware about different LODs sequencing…!
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50k I believe are fine… unless u put this master piece parked at Kimpo…
50k of his carrier model only is not the question nor the real “problem”…. I’m quite sure that if Tom would create different LODs for the same carrier, we could certainly include it.
But not 50k for carrier + 50k * 2 for escorting cruiser, + 50k * 2 for following tankers + 50k * 4 for aircraft on carrier’s deck … etc… whatever the distance is…
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50k of his carrier model only is not the question nor the real “problem”…. I’m quite sure that if Tom would create different LODs for the same carrier, we could certainly include it.
But not 50k for carrier + 50k * 2 for escorting cruiser, + 50k * 2 for following tankers + 50k * 4 for aircraft on carrier’s deck … etc… whatever the distance is…
Still Kimpo (with 5 flights on the ground and others around) which is near the FLOT is heavier… and I’m sure except the Carrier the others all together are just another 50k
Also what has heavier impact? polys or bubble deaggregate values and hit boxes? (all together yes I know… but which is causing the peak???)
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Kimpo = MANY objects (Kunsan is 1200 objects) … The terminal is 30k poly in LOD 0, … BUT … Kimpo (and Kunsan) does include 4 distance LODs for EACH objects. Furthermore … most of objects has its own damaged model and each damaged model has 4 distance LODs.
So … please, do not compare Tom’s Carrier (on it current status) and Kimpo.
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Also what has heavier impact? polys or bubble deaggregate values and hit boxes? (all together yes I know… but which is causing the peak???)
Sure deaggregation values decide if an object become alive so of course its related to poly count and LOD levels, think this carrier deaggregation distance is say 70NM (I don’t know real value but I bet its at least that), then this 50K model is kicking when you are 70NM from the carrier! now I ask what is the problem to make say 4 lower LODs with say 8/4/2K polys with last one as just a square? so this way you have 8K poly model for while in the distance and full nice carrier when close enough to it… is it so hard to invest that little time to create lower LODs?? I mean compared to the time it takes to make the high LOD model itself?
From my experience, many objects in bubble, especially living objects like ACs (most demanding, well makes sense) and GUs cause the most serious FPS drop in the sim, and that’s because the code is loading much more than just a simple 2D object… for example at deagg moment every 4-ship become from single 2D brain to 4 3D sim aware brains with all processing done in RT, many of those every frame (think FMs, avionics modes - even for AI, SMS code, FCC code, weapons, trails and heat effects, GFX model + textures etc etc…)
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Just few poly values about Kimpo building…
For the Principal Domestic Terminal. (Normal model)
LOD0 = 4400
LOD1 = 3900
LOD2 = 2100
LOD3 = 1300For the Secondary Domestic Terminal. (Normal model)
LOD0 = 780
LOD1 = 600
LOD2 = 243
LOD3 = no LOD3For the Secondary Domestic Terminal. (Damaged model)
LOD0 = 780
LOD1 = 600
LOD2 = 243
LOD3 = no LOD3For the Secondary Domestic Terminal. (Destroyed model)
LOD0 = 1800
LOD1 = 1200
LOD2 = 560
LOD3 = no LOD3…
Tis is the right way top work … This is of course much more difficult and demanding than doing a single high ploy model.
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Hi Tom,
@Tom:
Yes- That should be all the truth but I`m on the point that BMS should go into the future.
first point, don’t take all the posts as criticisms only!
Why so many BMS guys writing here is because (at least for me) you have some beautiful models which could fit in BMS nicely if they just can come close to the specs given.ATM we’re not at a state where we can include 50k poly models for every vehicle, ship, AC, etc.
Maybe in future this will be different, just ATM if you want to have your stuff included in BMS you have to go lower poly models.Again, so many posts here because we’re concerned and want to help you build models for the given specs!!!
Cheers
Biker -
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I still say :
Take Tom high poly model for lod0 and lod1=lod0 current , lod2=lod1 current etc… How hard is that guys ?
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I still say :
Take Tom high poly model for lod0 and lod1=lod0 current , lod2=lod1 current etc… How hard is that guys ?
Bad loading/swapping of textures at LOD transitions… loading diff textures everytime might be worse than loading a high poly model.
Besides, that would look very odd, LOD0 is amazing 50K poly ship and LOD1 (what distance you can stretch LOD0 to?) is some shitty 2K poly… OTOH carrier is a large object but still a LOD1 can be MUCH lower poly without showing much difference from say 3-4K feet. In many new models development (look Hayeb and others) the LOD1 have much lower polys but it looks similar enough to LOD0.
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Bad loading/swapping of textures at LOD transitions… loading diff textures everytime might be worse than loading a high poly model.
Besides, that would look very odd, LOD0 is amazing 50K poly ship and LOD1 (what distance you can stretch LOD0 to?) is some shitty 2K poly… OTOH carrier is a large object but still a LOD1 can be MUCH lower poly without showing much difference from say 3-4K feet. In many new models development (look Hayeb and others) the LOD1 have much lower polys but it looks similar enough to LOD0.
+1000
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I tried LOL
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Great! that’s the way to go
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Perfect Tom, with distance lod like that, your are right on track.
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Excellent !