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Re: Wasteland - the remake [Re: ratchet] #369167
05/02/11 11:34
05/02/11 11:34
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Originally Posted By: ratchet
I'm suprised, A8 people don't using it so much, caus it's lot of frame rate gain! Any AAA engine use it a lot, sometimes they don't hesitate to use 5 LOD, where it's hard to notice the transition laugh


It doesn't suprise me. Automatically generated LOD is only avaiable for Pro version. All lower versions need seperate LOD files. So, if you own Pro, it is just a click or two. If not, you have to do it by yourself and that could take a lot of work, if you don't use applications that try to do it for you, like the LOD manager in MED.

Last edited by HeelX; 05/02/11 11:34.
Re: Wasteland - the remake [Re: HeelX] #369211
05/02/11 18:06
05/02/11 18:06
Joined: Dec 2009
Posts: 217
Italy
PietroNifosi Offline
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PietroNifosi  Offline
Member

Joined: Dec 2009
Posts: 217
Italy
This guy here Hiroyuki did it
http://type74.org/mdlreducer.php
but it works only on mdl5
means that it resets your mapping, textures channels, animation channels, bones don't even exist.
so it's useless
i asked for a mdl7 version but he refused saying it was too complicated.


Dear Fans, to celebrate our 500.000 downloads,
Evhacon 2 is now FREE TO PLAY on Amazon Underground!
HD Version: https://www.amazon.com/gp/product/B071FKSVG2
LD Version (Optimized for lower devices): https://www.amazon.com/gp/product/B0719TXFJN
Re: Wasteland - the remake [Re: PietroNifosi] #369216
05/02/11 18:29
05/02/11 18:29
Joined: Dec 2009
Posts: 217
Italy
PietroNifosi Offline
Member
PietroNifosi  Offline
Member

Joined: Dec 2009
Posts: 217
Italy
In truth I tell you that what slows me down it's not the polygons reduction itself

I'm using 3dsmax 2009 I apply a MultiRes modifier and choose the % of vertexes/edges/whatever.. to weld.

The real problem is that:
1. I have to re-export modelx
2. re-export modelx_ao (different mapping coordinates) which i will extract later from the mdl
3. re-render a different ao map since it's based on automatic unwrapping (different number of polygons means all the mapping is re-arranged)
4. re-import the modelx
5. re-assign all textures according to shade-c order (imagine a model tiled with 10 different textures, multiply that by 3 because you need to add a normal map and a mask for each texture)
6. re-import the ao mapping on a second uv layer
7. rotate/center the whole thing to axis according to the type of model

if it's a character:
8. rename bones (according to the glorious combat features)
9. rename frames


and in the end:

10. load everything and pray that it works fine (for example if i exceed with a certain number of polygons - it seems fine in med and than screws up everything related to the second uv mapping in-game)

---

Now imagine the amount of work for simply exporting just one model, multiply that for each lod of that model.

Have a scenario with, I don't know.. 30-50 different models (so multiply that by 4)

And tell me how unbelievably patient I'm supposed to be.


Dear Fans, to celebrate our 500.000 downloads,
Evhacon 2 is now FREE TO PLAY on Amazon Underground!
HD Version: https://www.amazon.com/gp/product/B071FKSVG2
LD Version (Optimized for lower devices): https://www.amazon.com/gp/product/B0719TXFJN
Re: Wasteland - the remake [Re: PietroNifosi] #369240
05/02/11 21:41
05/02/11 21:41
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
I understand the incredible amount of work it asks unfortunately.

So perhaps just display characters with a good alpha fading when they are at a certain far distance ?

Or do a good game management to have only some maximum of ennemies per zo,e or around the player at any time ?
If you have already 3 ennemies around ,don't make some others coming from far away !

----------

I think you can do vertex welding for LOD very easily in fact
(perhaps i'm wrong ??) :
- Make your high poly LOD 1 with textures animation
in FBX format
- Make LOD 2 : just weld vertices clerverly (and that are
some approximative same Weight for animation)
The texture will normaly be OK !
Redimension texture size
And save to FBX
- Same way for LOD 3

Import in MED each FBX model and name it with the good extension for each LOD !

Perhaps im' wrong ? I'll have to try laugh !
(I just tried static models !)

Re: Wasteland - the remake [Re: PietroNifosi] #370977
05/16/11 22:16
05/16/11 22:16
Joined: Jun 2009
Posts: 258
behind this enternet window
zeusk Offline
Member
zeusk  Offline
Member

Joined: Jun 2009
Posts: 258
behind this enternet window
this game looks amazing

Re: Wasteland - the remake [Re: zeusk] #371603
05/23/11 08:48
05/23/11 08:48
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
No news ??
Don't stop before finishing first level laugh !


Last edited by ratchet; 05/23/11 12:04.
Re: Wasteland - the remake [Re: ratchet] #371736
05/24/11 18:19
05/24/11 18:19
Joined: Nov 2009
Posts: 13
Turkey Ankara
kadir Offline
Newbie
kadir  Offline
Newbie

Joined: Nov 2009
Posts: 13
Turkey Ankara
I want to play this game. When it release?
Screen Shots look great.


### From Turquie ###
Re: Wasteland - the remake [Re: kadir] #373588
06/11/11 10:58
06/11/11 10:58
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Guys, please make sure that this will have English version as well (not like the old demo).


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: Wasteland - the remake [Re: 3run] #375819
06/28/11 06:48
06/28/11 06:48
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
I desperately hope this is not lost.

Re: Wasteland - the remake [Re: lostclimate] #378902
07/27/11 17:36
07/27/11 17:36
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
So sad that the project seems dead frown
It had a good start with great 3D charactesr and good environment in Follout 3 style !

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