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I think the fern is a fine scale ... but ... do they animate (can they animate?) like blow in the wind kinda thing (or just bobble a little)
even if they don't ... they do look very nice
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It wouldn´t be a big deal to animate them but the performance in the game would be horrible. Static models are handled quite well though.
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(06-10-2012, 06:27 AM)Maddin Wrote: It wouldn´t be a big deal to animate them but the performance in the game would be horrible. Static models are handled quite well though.
Why does Darkplaces despise animations so much? Are they gpu bound or cpu bound?
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CPU bound. I'll have to quote divVerent here:
Code: divVerent> what really reduces total fps is model animation
divVerent> once someone manages to move that to the GPU, we will have huge win
divVerent> just not doing model animation on the CPU, but working the same way otherwise only gained 5%
divVerent> even though in profiling, model animation is 50%
divVerent> which is explained by the nvidia driver being multithreaded itself
divVerent> so the vertex upload is offloaded to a thread - and takes about as long as our vertex processing
divVerent> if we did model animation on the GPU instead, we wouldn't have to upload the vertexes each frame
divVerent> and THEN it's substantially faster
divVerent> there also is a cvar
divVerent> by which you can try what fps you would get with on-gpu animation
divVerent> mod_alias_force_animated 0
divVerent> turns off all animation
divVerent> (then do r_restart)
divVerent> it loads all models as static meshes of the reference pose
divVerent> looks ridiculous, but gives quite a fps boost
divVerent> it has very similar performance to what we would get with on-GPU animation
divVerent> this for me gave about 30% fps
divVerent> with about 20 players visible
divVerent> and - CPU load below 100%
divVerent> so, GPU bound again
divVerent> but it isn't saved as it's ugly
"One should strive to achieve; not sit in bitter regret."
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owch ... I didn't know there was an issue with animation ...
at least animated shaders are safe ....
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Very, very nice tZork! Great outdoors FTW I can see this map and concept in a merge-able state soon. Just please use a darker skybox... all previous versions of this map were overly bright.
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Working with Blender again...
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Maddin, this somehow reminded me of broken worlds (Nexuiz map by tZork IIRC)
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that's what I´m talking about!!
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That looks immense tZork!
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vehicle map done right? could be.
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That vehicle map looks good
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testing...
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(07-03-2012, 07:02 AM)Maddin Wrote: testing...
That looks really cool, I love the setting.
But I don't like how the plants clip with the ground, and with plants I mean the grass-ish plants, like the one closer to the camera (lower right).
Maybe turn those into bushes anyway?
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How would turning them into brushes solve the problem? It makes no difference. This clipping is an issue which every game has, it´s very hard to avoid. The only possible solution would be to divide each blade of grass into a single polygon, but well, I think that´s not a good idea when keeping an eye on the performance.
From the distance it´s looks way less bad and I´m sure you won´t notice the clipping when just playing in such an environment.
We´ll see, as I said it was just a test, but will probably used in one of my upcoming maps.
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No what I meant was, a bush for example has just a very small point (The stem) that clips into the surface, and that part mostly gets covered by its leaves, so it's far less noticable. You can even see it on this screenshot, I don't notice any clipping when looking at the bushes.
That's why I think bushes are better for desert-ish environments like this one, but that's just me talking.
Since Xonotic is a pretty fast-paced game, I don't think many people will pay attention to the clipping
Anyway, I'm looking forward to what you'll make out of this
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Ups, I´m sorry. I misread "bushes"...
Agree with you last post though.
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Maddin are you using vertex painting to acheive terrain blending in models?
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07-03-2012, 08:04 AM
(This post was last modified: 07-03-2012, 08:05 AM by Maddin.)
You probably wanted to ask that tZork, but anyway...
No, mostly I´m using DotProduct2 in the shaders and simple UV mapping. To be honest I didn´t really tried vertex painting yet but it sure will come some time.
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Im using vertex paint blending, yes. The process is fairly straight forward, once you know all the quirks and caves. Once im done with that map i think ill make a mini howto around the more interesting subjects / topics related to it.
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(06-29-2012, 11:36 PM)tZork Wrote:
Wow! That color scheme looks amazing.
ECKZBAWKZ HUGE LIST OF ACHIEVEMENTS GOES HERE....
Oh wait.
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