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Re: new day/night-change test-level [Re: Pappenheimer] #67726
03/26/06 21:40
03/26/06 21:40
Joined: Mar 2005
Posts: 969
ch
Loopix Offline OP
User
Loopix  Offline OP
User

Joined: Mar 2005
Posts: 969
ch
Thank you all for the nice words

@Pappenheimer: Very good suggestion...I will add that for sure. Thanks! The level runs with 70-120 fps on my machine (x800)...what are your specs???

And now a little advertising for A6 (hoping that JCL will notice and give me the pro-upgrade for free ) : I'm ever again suprised about the nice effects that can be done with A6...even by an absolute c-script analphabet

Re: new day/night-change test-level [Re: Loopix] #67727
03/26/06 22:42
03/26/06 22:42
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Sorry, fogot to mention that:

X300 SE.

Re: new day/night-change test-level [Re: Pappenheimer] #67728
03/27/06 01:36
03/27/06 01:36
Joined: Aug 2002
Posts: 33
Connecticut, USA
Soulzero Offline
Newbie
Soulzero  Offline
Newbie

Joined: Aug 2002
Posts: 33
Connecticut, USA
Wow... This is some nice work.


3DGS A6.31.4 Commercial Edition
Re: new day/night-change test-level [Re: Soulzero] #67729
03/29/06 01:23
03/29/06 01:23
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
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Grimber  Offline
Expert
G

Joined: Sep 2003
Posts: 4,959
US
Nice to see your still working on your day/night sky system
I do have to agree with Pappenheimer, it has a frame rate issue.
movement of entities and transtions have noticable 'jerking'

with a background running thing like a sky system it needs to have as little impact on performace as possible.

Re: new day/night-change test-level [Re: Loopix] #67730
04/14/06 18:32
04/14/06 18:32
Joined: May 2005
Posts: 97
G
gedimaster Offline
Junior Member
gedimaster  Offline
Junior Member
G

Joined: May 2005
Posts: 97
hi, that's a great demo but i can't get it to compile as well. i'm using 6.4 commercial. the level builder kept complaining that the "W066: surfaces are too big to be shaded..." and it takes forever to compile...

which surfaces? i even tried replacing the terrain with a simpler model but the same error still pops out.

can anyone help? thanks in advance.

Re: new day/night-change test-level [Re: gedimaster] #67731
04/14/06 20:41
04/14/06 20:41
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Loopix posted a compiled version in this thread as well!

Re: new day/night-change test-level [Re: Pappenheimer] #67732
04/15/06 01:32
04/15/06 01:32
Joined: May 2005
Posts: 97
G
gedimaster Offline
Junior Member
gedimaster  Offline
Junior Member
G

Joined: May 2005
Posts: 97
i'd like to build the level and test out the scripts, not so much just to run the demo.

has anyone come across the same problem or successfully built the level?

Re: new day/night-change test-level [Re: gedimaster] #67733
04/15/06 09:55
04/15/06 09:55
Joined: May 2005
Posts: 97
G
gedimaster Offline
Junior Member
gedimaster  Offline
Junior Member
G

Joined: May 2005
Posts: 97
hi, i manage to build the entire level finally but strangely the frame rate crawls like 0.00000x fps.

i'm using a GF 68xx on a 2Ghz centrino with 1.5GB ram. most things run well on my notebook...

is there anything i can do to speed up this compile?

Re: new day/night-change test-level [Re: gedimaster] #67734
04/15/06 11:36
04/15/06 11:36
Joined: Mar 2005
Posts: 969
ch
Loopix Offline OP
User
Loopix  Offline OP
User

Joined: Mar 2005
Posts: 969
ch
I'm sorry...it must be bad scripting from my part (I'm just not able to do proper scripting ) I would also love to see someone fixing my code and post it here...so that it will run smoth.

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