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Re: Shade-C all in one FX
[Re: DLively]
#440213
04/20/14 12:53
04/20/14 12:53
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Joined: Oct 2004
Posts: 900 Lgh
rojart
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Joined: Oct 2004
Posts: 900
Lgh
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1280X720 zoomed out I get 10Fps with your example Rojart The computer I am using only has 4GB of Ram and 512MB Card My other machine has 8GB or Ram and 1024MB GPU. Is there a way to acchieve these graphics without the huge loss of fps? I've played games on this computer that would require so much more reources than I use - and I my fps doesn't drop - It obviously must be me. Nice shots! You are using DDS textures with generated 10 mipmaps DXT1 no alpha or DXT5 + alpha max res. 2048², right? By the way Frame Rate Optimization. A little bit more info: I've noted that when the light is behind the player (if the players / camera pan is between 270 - 310 or so) then it removes it. If not then everything works fine :? ^^EDIT: It doesn't matter actually. I just had to find the glitchy spot.. where the second glitch spot is, isnt as bad as the fist, as the player will be running by that area many many times. EDIT, EDIT: Its more prominent when the player faces the pan settings I indicated above. Another Note For Clipfactor: Above 1200 Removes all lights in the level. You should check this function sc_screen_default.settings.lights.sunShadowRange = 0; too. manually set the shadow range...we don't need realtime shadows in the far distant! If set to 0 (default) shadow range will be set to camera.clip_far If you have 0, then check camera.clip_far, default is 50000! If this all doesn't help the best way is to make a small test level where it happens.
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Re: Shade-C all in one FX
[Re: rojart]
#440222
04/20/14 18:49
04/20/14 18:49
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Joined: Apr 2005
Posts: 1,988 Canadian, Eh
DLively
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OP
Serious User
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
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The light only turns off when the player is facing the pan direction I indicated above - Otherwise it deactivates when the player is a little in front of it. Sorry - The light Turns off if the players pan is between 270 - 310 and if he is not facing the floortorch. Otherwise its not as noticeable.
I would love to send you a compiled version, but it seems that when I compile with or without a resource file I get an error: 88760b59 and the lighters light does not get created.
Nor does any light for that matter.
Last edited by DLively; 04/20/14 19:01.
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Re: Shade-C all in one FX
[Re: DLively]
#440226
04/20/14 20:07
04/20/14 20:07
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Joined: Oct 2004
Posts: 900 Lgh
rojart
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Joined: Oct 2004
Posts: 900
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You have to create a folder named shadec/tex/ in your compiled folder and put the sc_deferredLighting_LUT.dds into it.
Last edited by rojart; 04/20/14 23:09.
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Re: Shade-C all in one FX
[Re: rojart]
#440228
04/21/14 00:05
04/21/14 00:05
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Joined: Apr 2005
Posts: 1,988 Canadian, Eh
DLively
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Serious User
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OP
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Joined: Apr 2005
Posts: 1,988
Canadian, Eh
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Thanks for your patience Rojart, That fixed it! However, there seems to be a glitch with my text now that I've upgraded to Shade-C Evo... When I run the game, instead of it saying what it is supposed to say it says "TEXT" which it didn't do until I upgraded. I was able to deal with it until I had to ask about it - but now is the time since I cannot light my floor torch as it must be that glitch that causes the compiled version to stop responding.. So at this point I can not send you a compiled version of my glitch I've also tried using draw_text which still had the same effect as the regular TEXT*
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