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Re: Please hlp...i have a BIG nexus problem [Re: JazzDude] #237346
11/19/08 19:05
11/19/08 19:05
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
i guess you are doing something totally wrong because,

3k poly,1.7k vert, 1600 frames,49 bones,3 skins(each 2048x1024)
a small level, a dynamic light and shade-c loaded
and the screenshot with statics panel:



so it s NOT about the ENGINE, it s about you!

(do not blame engine, before you make sure you are doing things right.)

Last edited by Quadraxas; 11/19/08 19:07.

3333333333
Re: Please hlp...i have a BIG nexus problem [Re: Quad] #237398
11/20/08 01:14
11/20/08 01:14
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

X
rayp  Offline OP

X

Joined: Jul 2008
Posts: 2,107
Germany
If the engine could load animations on runtime, it wont be such a prob with
the nexus.

@QUADRAXAS
Maybe ure right...but why does my model use sooooo much mem ? I dont unterstand it.
Could it be damaged in any way? All my models ? oh my god this is just horror.

When the model has only 1 frame, the nexus usage is 1MB (deleted the frames and tested it). With animation frames its about 100mb. Im doing NOTHING then loading a MDL5 12MB MDL file into the engine...and 100mb are away and THIS is fact.
(new project started for testing...new levels everything clear)

And i dont think i can do much with blend and so on. Its many many different animations like walking, running, dieing, climbing, breaking-through, attack1, attack2 and and and. 700 different frames in about 20-30 animation scenes.

Im going to reinstall my A3 and have fun with high fps and sprites...im sad
of model, fps and nexus s*

So i have to downscale the model ? Which software is good for this? Any
suggestions?
By the way this is no high-poly model. Its the same as LOD1-models in games
like hl2.

Last edited by rayp; 11/20/08 01:32.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: Please hlp...i have a BIG nexus problem [Re: rayp] #237422
11/20/08 03:00
11/20/08 03:00
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline
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BlueBeast  Offline
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Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
I'm no expert on this problem either, but 700 frames, to me, seems ridiculously large... at, say 10 frames/second, thats over a full minute of animations...
.. and thats if you have EVERY frame animated with no interpolation...

now, i may be way off base with the understanding, but 700 frames seems like a lot for many reasons.

- Jason


Gamestudio Pro 6.4
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AtiRadeon 9800 pro 256Mb 21" Monitor
1 Gig DDR RAM
36 Gig RAPTOR SATA+ 120 Gig SATA
SB Audigy 2 w/ 450 watt Logitech Z680 5.1

www.nordicepitaph.com
Re: Please hlp...i have a BIG nexus problem [Re: BlueBeast] #237425
11/20/08 03:04
11/20/08 03:04
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

X
rayp  Offline OP

X

Joined: Jul 2008
Posts: 2,107
Germany
How can i interpolate it ? I know the checkbox in med but dont know how to use
it per script
Should i delete every second frame...can this help?

Lets say my model uses now 100MB nexus with 700 frames.
Ok..if ill half it it still uses 50MB nexus. This means 3 different enemy models and 1 gun...
not really complex too (i wanted to make up to 20, 30 zombs)

Last edited by rayp; 11/20/08 03:05.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: Please hlp...i have a BIG nexus problem [Re: rayp] #237478
11/20/08 09:50
11/20/08 09:50
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
it may be related to frames, and it's already interpolated my ent_animate.

but as i said the model i posterd have 1600 frames too. it has 3x 2048*1024 skins and model is 50mb, if i delete 2 of the skins and scale the other one down,model becomes 21 mb.

and leaking levels and some other level problems may cause that too.


3333333333
Re: Please hlp...i have a BIG nexus problem [Re: Quad] #237496
11/20/08 11:30
11/20/08 11:30
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
The only problem here is the vertex animation.
With bones you won´t have such a dramatic memory usage.

So you should use bones animation if you need a lot of frames.


no science involved
Re: Please hlp...i have a BIG nexus problem [Re: fogman] #237503
11/20/08 12:26
11/20/08 12:26
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

X
rayp  Offline OP

X

Joined: Jul 2008
Posts: 2,107
Germany
Means making about 700 frames again or what ?

Even if one model just uses 20mb nexus. I only could spawn
10 different enemys then? And that cant be true. I never had this amount of different models...never come up to such probs.


Last edited by rayp; 11/20/08 12:36.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
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