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Subdividing/Reducing Polycount (terrain) #74144
05/13/06 21:34
05/13/06 21:34
Joined: Feb 2006
Posts: 371
New England
Rad_Daddy Offline OP
Senior Member
Rad_Daddy  Offline OP
Senior Member

Joined: Feb 2006
Posts: 371
New England
Is there a way to use the subdivide and reduce functions, inside of MED, on only a selected area of your terrain. I have, of course, already tried the flat out... select the area I want to reduce, click reduce, but it didnt work. Perhaps there is another way?

The reason I ask, is because I really would like to avoid doing it by hand. In an optomization test, I realized that I had a lot of almost flat land, that didnt need nearly as many polyies as it had. So, I deleted the whole thing, made it 2 polyies, and ran it to compar FPS. I saved around 15-25FPS, on average, when looking at the entire terrain from above. However, I dont really want to take ALL of the vertecies away, because the terrain wasnt completely flat. So, I would like to simply reduce vertex count. If this isnt available, I feel that it should really be considered, because it could really save some time when optomizing terrain. Thank you in advance.

Raddaddy


"Read not to contradict and confute, nor to find talk and discourse, but to weigh and consider." Sir Francis Bacon www.deckscapedesign.com
Re: Subdividing/Reducing Polycount (terrain) [Re: Rad_Daddy] #74145
05/14/06 10:19
05/14/06 10:19
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
It's a limitation of HMP terrains. Just save your HMP terrain as an MDL terrain for several advantages MDL terrains offer. Your case is a prime example of one of the advantages of MDL terrains.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Subdividing/Reducing Polycount (terrain) [Re: Rad_Daddy] #74146
05/14/06 10:27
05/14/06 10:27
Joined: Aug 2002
Posts: 375
Germany
Salva Offline
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Salva  Offline
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Posts: 375
Germany
Hi!

You have to read the manual, for how med works,if you need a terrain with small polygon count, then when you create the terrain in med, through vertices vertical and vertices horizontal you could adjust the number of polygons.


salva

Re: Subdividing/Reducing Polycount (terrain) [Re: Salva] #74147
05/14/06 14:27
05/14/06 14:27
Joined: Feb 2006
Posts: 371
New England
Rad_Daddy Offline OP
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Rad_Daddy  Offline OP
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Joined: Feb 2006
Posts: 371
New England
@Salava: I understand how to decrease the entire terrains vertex count, but that would defeat my purpose. Some of my terrain does need to be high-poly, such as clifs, and hills. However, using 100 polys for a piece of flat land makes no sense at all. That is what I am trying to do, reduce the vertex count in only a select few areas.

@Ulillillia: My method of creating terrain is as follows:

1. Set the flat plane in HMP.
2. Create a general floorplan in HMP:
3. Convert to mdl.
4. Add features that were not possible in HMP.
5. optomize and skin
6. Import into WED, and add any other detail needed via external models.

I am in between steps 4/5 at the moment, so it is in MDL format. However, I dont see a subdivide or reduce function for models period. I guess I will do this by hand.

Thank you everyone for the replys. Question mostly answered .


"Read not to contradict and confute, nor to find talk and discourse, but to weigh and consider." Sir Francis Bacon www.deckscapedesign.com
Re: Subdividing/Reducing Polycount (terrain) [Re: Rad_Daddy] #74148
05/14/06 22:38
05/14/06 22:38
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
I know, there is no known way to reduce or "optimize" a mesh. I've made a few threads in the future forum related to it. MED is highly limited in what it can do.

What I normally do is just place a few vertices around and move the vertices as needed.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Subdividing/Reducing Polycount (terrain) [Re: ulillillia] #74149
05/15/06 04:28
05/15/06 04:28
Joined: Oct 2004
Posts: 1,655
T
testDummy Offline
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testDummy  Offline
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T

Joined: Oct 2004
Posts: 1,655
Some poor chap spent time creating an optimizer for .mdl models, but it would seem not everyone can be bothered with searching "User Contributions" before making assumptions.
Here might be the MDL Reducer thread which I found in 5.2 seconds on dial-up.
This could be the site for which, you will, no doubt, absolutely, irrefutably, not maybe, might, seemingly, potentially, could have, possibly, apparently, perhaps will, but with iron clad truth behind the statement, make a donation to the developer, if you find the MDL Reducer device useful. Please do not prove the assumption in the previous statement false out of spite or reciprocation; such would not be fair to Hiroyuki.
Maybe, you think the above solution is too easy. Instead you might find some means by which to import the model into Blender and apply a "Decimator" (with a name like "Decimator" maybe you can only expect good things) to optimize the model. I can not guarantee that the results will be satisfactory. In fact, I won't even guarantee that there will be any results at all, I have never "Decimated" a model in Blender. For all I know, the "Decimator" might slice your model into separate triangles and overwrite system files with Blender format files that each contain a single triangle of the source mesh. (Then again, the Decimator might be a figment of my imagination.) Ideally, you might only want to "Decimate" the "flat" faces of interest, but to do so specifically, might require more than I am suggesting.

Re: Subdividing/Reducing Polycount (terrain) [Re: testDummy] #74150
05/15/06 05:32
05/15/06 05:32
Joined: Feb 2006
Posts: 371
New England
Rad_Daddy Offline OP
Senior Member
Rad_Daddy  Offline OP
Senior Member

Joined: Feb 2006
Posts: 371
New England
Quote:

for which, you will, no doubt, absolutely, irrefutably, not maybe, might, seemingly, potentially, could have, possibly, apparently, perhaps will, but with iron clad truth behind the statement, make a donation to the developer, if you find the MDL Reducer device useful. Please do not prove the assumption in the previous statement false out of spite or reciprocation; such would not be fair to Hiroyuki




wow, haha, what are you getting at? Thank you, testdummy, for that refrence. I will be honest, I neglected to search before I posted this thread. I usually attempt a search befor posting... my bad. None the less, thank you, and hopefully this will solve my problems!

Edit 1: Wow, it shaved more than half my polies off, and it still looks almost the same (except for a few areas that I will change manually). My FPS has shot up 100FPS!!!!!!!!!!! believe it or not. Now running at 250FPS looking down at the whole terrain. This is a very very good tool to have. Only supports mdl5, but easy enough to convert back to mdl7 after you are done. Awsome link, testdummy, thank you. Only wierd thing is the way it meshes flat ground...



This dosent seem very efficient to me, but maybe I am wrong. Either way, awsome tool, thanks a lot.


"Read not to contradict and confute, nor to find talk and discourse, but to weigh and consider." Sir Francis Bacon www.deckscapedesign.com

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