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Re: Wed scaling. - feature request. [Re: ventilator] #77535
06/14/06 12:03
06/14/06 12:03
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline OP
Senior Member
msl_manni  Offline OP
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M

Joined: Dec 2005
Posts: 478
India
I know all the solutions that you wise people have come up with, are not useful in my case.

Dan ,

It's all about re-using the same resource many and in different ways. If I can create a level with say 5 models and have say use it for 1000 different situations then the solution you are saying would need 5000 individual models. Think about the loading time and HD space needed for those models . And dont forget the time I would have to spend modelling it. And if situation arise for changes then all time that would be wasted on tweaking that model.

And when I say collision detection would be faster if the model involved has less polygons. That means only the models whose AABOX is in direct intersection, is checked with polygonal collisions. Try to create a big level with all geometry in model, and the same level with smaller models, then the level with smaller models or parts model should run faster .

If you still cant see what I am talking about then ask and I will post a picture for your refrence .

ulillillia,

It's a solution that wont let me see the level in real time .

ventilator,

You have got the idea what I am talking about . But you are wrong about the modeling program and as such. Because I see things differently and will like to do as I see fit .

Btw thanks all of you who are trying to solve a situation that needs only a minor feature change on the part of conitec. And that would be to let the user have the freedom of scaling his models as he likes, uniform or non-uniform.


My Specialities Limited.
Re: Wed scaling. - feature request. [Re: msl_manni] #77536
06/14/06 12:10
06/14/06 12:10
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
Quote:

I am asking for this feature because I want to build level in parts and is specially useful with rocks.

1) use the same model.




Using the same model just saves mainly on video memory. Often, you're better off having the same model and it's variants done in your modelling program. It may seem like 12 polygons for a cube, but having 300 visible at once will have a major effect on the frame rate. Putting 300 such cubes visible in a single model greatly improves rendering speed (and between 2000 and 5000 polygons has peak performance, according to a benchmarking experiment).

Quote:

2) save space




Saving disk space by using the same model in varying ways is indeed true

Quote:

3) save time




I wouldn't know if it would save time, but it would have a small saving, but nothing considerable.

Quote:

4) save load time




This I'm not sure on (unconfirmed). It's been so long that I've worked with 3D....

Quote:

5) having different skins gives more power.




Skins can be dynamically changed through script.

Quote:

6) collision detection would be faster if the model involved has less polygons.
etc........




Fewer polygons would speed up collision detection if polygon-precise collision is used, but is never the case (I don't know for sure) for bounding boxes being used instead.

Quote:

Scaling, rotating in different directions gives the impression that these are different models but saves me a lot of extra work and resources. And again save time because if one is not of proper scale or rotation then I will have to redo touches to the model.

And this has to be a wed feature and will not solve the problem any other way.




I can see why this would be handy. With a script, you have to base it on theory and do a few calculations to find out where the entity would go. With WED, one could visually see it and it would be much easier.


"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: Wed scaling. - feature request. [Re: ulillillia] #77537
06/14/06 12:50
06/14/06 12:50
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline OP
Senior Member
msl_manni  Offline OP
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M

Joined: Dec 2005
Posts: 478
India
I never said that the model would have only 8 or 80 polygons. And believe me when I say that collision detection would be faster for polygon-precise collisions.

In a game the collision detection is the most time consuming part that slows down the game. And where there are many polygons that are used, then the time to check for every polygon that might collide, is great.

I think that, instead of giving advantages, I should have only asked for this feature to be implemented. Because all the interpretations that have been done, are your own specific point of view and vague in nature and dont co-relate with what I am putting forward.

An example what this feature would help in, is people like small demo downloads and instant play startup.


My Specialities Limited.
Re: Wed scaling. - feature request. [Re: msl_manni] #77538
10/09/06 05:44
10/09/06 05:44
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline OP
Senior Member
msl_manni  Offline OP
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M

Joined: Dec 2005
Posts: 478
India
I would like to voice my request once again for the feature. We should be able to scale in either direction - x,y,z. As 3dgs is going for the, all model level. we should have the feature to scale in even a single axis.


My Specialities Limited.
Re: Wed scaling. - feature request. [Re: msl_manni] #77539
10/10/06 00:20
10/10/06 00:20
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Well, as for most of the purposes such a feature could have, do as ulillillia suggested ... simply add that script, change the skills and voíla ... only disadvantage is that you can't see it in action straight away, I give you that. So yes, for aligning models by scaling them, this is not the right solution. I think a model scaling in WED is somewhat useful, especially for fences or model walls. Since we can tile skins too, this would be pretty neat indeed.

However, for random things like your example rocks, the script Uli provided is good enough, isn't it?

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wed scaling. - feature request. [Re: PHeMoX] #77540
10/10/06 06:00
10/10/06 06:00
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline OP
Senior Member
msl_manni  Offline OP
Senior Member
M

Joined: Dec 2005
Posts: 478
India
It's for situations for creating a pile of rocks, or mountains. Roads of rock for mountain area or the very well known american rocks pile(I dont know the location name). It's for situations where precise scaling is needed to adjust more than one models. Like ledges in the mountains. I think these are enough of examples that would persuade conitec to implement the feature.


My Specialities Limited.
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