Author Topic: The power of optimization  (Read 22348 times)

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Offline The E

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Re: The power of optimization
Really? AFAIK they both are meant to change the normal used for lighting calculations. It depends a bit on the way normal mapping is implemented, but it should be posssible to use the normal map for making flat surfaces smooth or the other way round or even correct smoothing errors.

True. But it's usually easier to fix smoothing errors by fixing the smoothing. Using normal mapping to generate proper curvatures (like on the cockpit glass) is more trouble than it's worth (IMHO, at least), if it is  possible at all, which based on my understanding of the effects, is not the case.
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Offline The E

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Re: The power of optimization
Double post! Due to popular demands, the slidy business is back!




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Offline Ravenholme

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Re: The power of optimization
Exceellllent
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Offline Commander Zane

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Re: The power of optimization
HELLS YEAH!

 

Offline Buckshee Rounds

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Re: The power of optimization
The normal mapping looks great, I wanna run my face all over it...

 

Offline Droid803

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Re: The power of optimization
YES! SLIIIIIIIIIIIIIIIIDIIIIIING!
(´・ω・`)
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Offline Archaic

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Re: The power of optimization
not to seem demanding, but when can we expect an update to the VP's, im getting some serious fx lag and mouse glitches when there's a lot going on.

 

Offline General Battuta

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Re: The power of optimization
When the Karuna is done.

 

Offline Droid803

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Re: The power of optimization
The Karuna's getting completely retextured right?
(´・ω・`)
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Offline General Battuta

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Re: The power of optimization
Yeah.

 

Offline Solatar

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Re: The power of optimization
An optimized Karuna would be the bee's knees.

 

Offline ION3

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Re: The power of optimization
Quote
Using normal mapping to generate proper curvatures (like on the cockpit glass) is more trouble than it's worth (IMHO, at least), if it is  possible at all, which based on my understanding of the effects, is not the case.

Should be pretty easy with normal map baking? But I haven't tried yet.

 

Offline The E

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Re: The power of optimization
Quote
Using normal mapping to generate proper curvatures (like on the cockpit glass) is more trouble than it's worth (IMHO, at least), if it is  possible at all, which based on my understanding of the effects, is not the case.

Should be pretty easy with normal map baking? But I haven't tried yet.


Neither have I, and I am not particularly eager to. As I said before, fixing the smoothing directly is easier and less headache-inducing than trying to fix borked smoothing with normal mapping.
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Offline pecenipicek

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Re: The power of optimization
Quote
Using normal mapping to generate proper curvatures (like on the cockpit glass) is more trouble than it's worth (IMHO, at least), if it is  possible at all, which based on my understanding of the effects, is not the case.

Should be pretty easy with normal map baking? But I haven't tried yet.
dont assume that something is easy if you havent tried.

basically, baking out anything on a model that thas even a single overlapping polygon tends to mess up things badly.
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Offline ION3

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Re: The power of optimization
Quote
dont assume that something is easy if you havent tried.

If i had tried i wouldn't have to make assumtions. ^^

 

Offline Col. Fishguts

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Re: The power of optimization
*bump*

I just noticed that the glowmaps for the Uhlan, Kent and Uriel (maybe more?) have an RGB value of 0/2/0 where they are supposed to be black, which gives them a slight green tint ingame (really noticeable in the F3 lab).
I take it this will also be fixed in this optimized new modpack?
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Offline ssmit132

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Re: The power of optimization
*bump*

I just noticed that the glowmaps for the Uhlan, Kent and Uriel (maybe more?) have an RGB value of 0/2/0 where they are supposed to be black, which gives them a slight green tint ingame (really noticeable in the F3 lab).
I take it this will also be fixed in this optimized new modpack?
The Durga has this problem as well.

 

Offline Dragon

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Re: The power of optimization
Yes, they're pretty much made from scrath, so there's no such problem.
I wonder how such bug got throught my texture improvement spree early in WiH developement, I'll make sure it won't happen again.