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Re: What are you working on?
[Re: sivan]
#387785
11/23/11 16:17
11/23/11 16:17
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Joined: Oct 2011
Posts: 1,082 Germany
Ch40zzC0d3r
Serious User
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Serious User
Joined: Oct 2011
Posts: 1,082
Germany
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Yes but our textures are 1024*1024 big and the models lagg me out BTW: 256*256 looks shit but i get my full fps. There need to be a func for textures to see how far they are away from camera. Would be very amazing. Than I just could use good textures when camera is in front of them. Other wise the 256*256.
Last edited by Ch40zzC0d3r; 11/23/11 16:31.
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Re: What are you working on?
[Re: Ch40zzC0d3r]
#387802
11/23/11 19:36
11/23/11 19:36
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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Yes but our textures are 1024*1024 big and the models lagg me out BTW: 256*256 looks shit but i get my full fps. There need to be a func for textures to see how far they are away from camera. Would be very amazing. Than I just could use good textures when camera is in front of them. Other wise the 256*256. use dds textures. With Gimp and a dds plugin you can export compressed dds textures which can contain mipmaps and they will take less memory.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: What are you working on?
[Re: Ch40zzC0d3r]
#387809
11/23/11 21:27
11/23/11 21:27
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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But the quality will be? And what type of dds i need? DXTS1 or what? You won't notice a quality loss. Use DXT3 when you are using textures with alpha channel, use DXT1 otherwise
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: What are you working on?
[Re: painkiller]
#387843
11/24/11 14:05
11/24/11 14:05
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
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Expert
Joined: Feb 2008
Posts: 3,232
Australia
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PainKiller: If you use DDS textures, how is its LOD processed? As in, how does it know which mipmap to use?
Manually by shader? Auto by hardware? AckNex Engine?
If there is no "clear" answer, can you feed my some links or useful search-terminology so I can read up on it myself? I cant seem to find any explainations 'simple' enough for me to grasp its concepts...
Im trying to build a scripted LOD system (I only got A8 commercial), and I need to know/figure a way to implement mipmaps, as I dont ATM...
Thanks dude...
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: What are you working on?
[Re: EvilSOB]
#387844
11/24/11 14:19
11/24/11 14:19
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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LOD models also work on commercial edition, you just have to name your models like this: enemy_0.mdl, enemy_1.mdl, enemy_2.mdl, were _0 is the main model and _1 and _2 are the lod models. Mipmaps are handled automatically by the engine when you use mipmapped textures, you can choose how its done through d3d_mipmapping http://www.conitec.net/beta/ad3d_mipmapping.htm
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: What are you working on?
[Re: painkiller]
#387845
11/24/11 14:24
11/24/11 14:24
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
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Expert
Joined: Feb 2008
Posts: 3,232
Australia
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O...K....
But I THOUGHT that LOD was a pro-only function... Or is that just MED LOD-ing is pro only?
[EDIT] Dont worry, I see LOD is included in A8 Commercial. I just gotta learn how to use it... Thanks dude.
Last edited by EvilSOB; 11/24/11 14:32. Reason: Checked Comparison Website
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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