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#276 JackFarmer

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Posted 22 December 2017 - 12:27 PM

Hello Springheel,

 

 

You mentioned in one of you videos that there are LODs for almost all models availabe.  I made heavy use of the rock models (nature/rocks/rockxx - see image below, blue stuff on the right), but I cannot find LOD models for them. Are there no LODs for these stone models available?

 

 

 

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  • Workshop Paganhouse_2017-12-22_18.10.54.jpg

Edited by JackFarmer, 22 December 2017 - 12:28 PM.


#277 Springheel

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Posted 22 December 2017 - 12:42 PM

I don't think I said for most models.  I may have said most modules (as in, models in the architecture/modules folder).

 

I don't know who made those rocks.  Are they that high-poly that they need LOD stages?



#278 JackFarmer

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Posted 22 December 2017 - 12:56 PM

Ah, I understood "models". Sorry for confusing that; English is not my first language, you know. :)

 

As you know, I am still learning and thus it is hard for me to define whether they have to be considered high-poly, please see for yourself below, grid size is 16.

 

Well, after I have visportaled the small building and removed most of lights, I was able to increase the fps to the above depicted 30 - 50 (depends on the location you stand). I am using a machine with inferior hardware, so I suppose it would do well on high-end machines.

 

Hm....

 

 

 

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  • sample_rocks.jpg


#279 Springheel

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Posted 22 December 2017 - 01:09 PM

They don't look especially high poly to me, but when you select them in the model selector window, it will tell you how many polys they are. If there are less than 1000, it's not usually worth making LOD versions.



#280 JackFarmer

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Posted 22 December 2017 - 01:29 PM

Yes....well....I think I missed that in your tutorials (*donotkillme*) - how do I activate the model selector window?



#281 Springheel

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Posted 22 December 2017 - 01:57 PM

It's the window that comes up when you choose a new model.  Down in the bottom left somewhere it tells you the number of polys, I believe.



#282 JackFarmer

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Posted 22 December 2017 - 02:19 PM

Your memory is right; I have found it.

 

Most of the rocks have 1500 polys. The largest piece even 2000 and I have used all of them multiple times in the same visleaf which I cannot split in suitable addtional visleafs due to the nature of the area (building in the middle, exits to the left and to the right with active portals):

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  • area.jpg

Edited by JackFarmer, 22 December 2017 - 02:19 PM.

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#283 Springheel

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Posted 22 December 2017 - 02:31 PM

I have used all of them multiple times in the same visleaf which I cannot split in suitable addtional visleafs

 

 

You definitely can and should add visportals.  Something like this, where the pink lines are caulk walls and the green are visportals, would help a lot:

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  • visportal.jpg

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#284 JackFarmer

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Posted 22 December 2017 - 02:44 PM

Hello Springheel,

 

I will try it and revert to you with the results.

 

Many thanks for your quick help, as always.



#285 Obsttorte

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Posted 22 December 2017 - 05:20 PM

Instead of using these models you should probably consider using some custom models made from patches (you can export them as models). Lots of the tris are facing outside the area and are not visible to the play if standing in that area, but they will affect performance nevertheless.


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#286 JackFarmer

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Posted 26 December 2017 - 01:26 PM

@Springheel: You are right; the portals increase the performance: I just created a workaround to see whether it works: I will defintely reproduce it.

 

@Obsttorte: This sounds very interesting, is there a video tutorial available?



#287 Obsttorte

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Posted 26 December 2017 - 05:33 PM

Working with patches is covered by some wiki tutorials, and you will probably find some videos dealing with that matter. I covered it in my let's map videos iirc, but there is not one specific one that is focused on that matter. It is probably best if you play around with them (learning by doing, eh :) )


FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

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#288 Springheel

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Posted 26 December 2017 - 06:33 PM

I'm not convinced it would be worth it for this scene unless you can't get good performance any other way.  Setting all the rocks to noshadows might be useful though.



#289 Bikerdude

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Posted 27 December 2017 - 10:00 AM

Setting all the rocks to noshadows might be useful though.

He could also set LOD bias  on the rocks like I did in Alberics curse.



#290 Springheel

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Posted 27 December 2017 - 01:58 PM

He could also set LOD bias  on the rocks like I did in Alberics curse.

 

I doubt that would be desirable, as it would mean there would be no visible border for people who set their LOD settings low enough.



#291 Springheel

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Posted 05 May 2018 - 11:05 AM

So, anyone still working on these? 



#292 JackFarmer

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Posted 05 May 2018 - 01:29 PM

Yes, I am, your videos have been (and are still) extremely helpful - see my post here, dated March, 16th:

 

http://forums.thedar...ht-now/page-306

 

...and I could use some help here:

 

http://forums.thedar...stions/page-327



#293 Amadeus

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Posted 09 May 2018 - 08:30 AM

So, anyone still working on these? 

Yep, it's a bit slow going right now as RL work projects have piled up lately, but I actually have a lot done and am pretty happy with what I have.


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