Originally posted by Bobboau
try this
this is a very interesting model, do tell how well it performs.
when you get to restructureing it for actual use all the subcomponents of the main hull should be in one group, as should all sub components of any other subobject, if you have a version wich has all the corect UV space and textures I might be able to get it set up for you
The model is part of a trading with xwaup, they give us this model (and darksaber's already textured ones), and I'll use my textures on this and share them:
http://www.hard-light.net/forums/index.php/topic,18539.0.htmlSo, many thanks for the offer, but it isn't possible now. Btw you were extremely clear about what I have to do to optimize the model for HT&L, getting rid of their incredible limit of around 200polys per subobject
I made some tests with your exe, here are the results:
ship with around 10400 triangles, d3d8, 640x480, no specular
test1:
non optimized model (40 subojbects, one texture but two materials, according to pcs)
test2:
optimized model (all the subcomponents merged in one one single object)
machine:
very crap system: pII 400, matrox millenium g200 agp,IIRC 12mb,(vodoo2 doesn't work with fso d3d), 256mb ram
test1
htl build:
model is rendered perfectly
average of 16,5/17 fps with one ship, average of 9,5 fps with two
some collision problems, you can fly through (not always) the ship
non htl build:
model rendered perfectly
average of 4/4,5 fps with one ship, the fps counter doesn't go below 4, so I don't know with two ships
some collision problems, but it seemed to me less than with htl build (but it was hard to test with that choppy framerate)
test2
htl build:
model is rendered fine
average of 14 fps with one ship, average of 7,5 fps with two
weird collision problems! you can fly almost completely through the ship
non htl build:
model doesn't work (poly limit I suppose), it return to desktop after launching mission
general notes:
I'm having in both htl/non htl some blue/yellow pixels around some borders of the ship (I suppose it is the gpu, but I never noticed blue/yellow dots on precedent builds)
In both htl and non htl, sometimes a white square of about..uhh..100/200 pixels borders... flashes in the middle of the screen (I suppose it is the gpu, but again I never noticed it in precedent builds)
I'm not sure but it seemed to me that the flythrough was worse in htl build, and it is surely worse in the test2. Is it related to pof (bounding box problem building the model?) or the game? I also tryed to rebuild twice the pofs, with no changes
Even on my crappy system, with a card that don't support HT&L, the htl build is at least 4 times faster than non htl. I could hardly believe such big result. Compliments!
the non optimized model is rendered FASTER than the optimized one, with a 2,5 fps difference in average, wich is a lot considering the %. That's a bit strange bobbau.
My only concern is about collisions.... Before using this model I'll have to modify it a little, adapting it to my textures. This require time, and I'm not sure I want to spend some hours modifying it and unwrapping it, with the risk of a model that will not work properly in game