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3 Dimensional Chat / Probably a stupid Question that will get me some flack

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Epipfany Game Studios
16
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Joined: 5th Feb 2008
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Posted: 20th Feb 2008 06:38
I am using AC3D and I am getting really good with it I think. I am really impressed what I have done at least with little work but I have hit a wall. I can easily export to .x files and that is no big deal infact with my game at it's current stage things are looking good now that I know a little bit about how to make things look like they are travling across space with out loading 400Million planets and Other Objects an leaving them loaded at all times. but My problem comes with the fact that I can create frames of my ships exploding and save out each frame as a .x file. But the problem is and I may answer my own question here. I know that asking what program to use is wrong but I searched and Cant find any good posts with a true answer to this question and it might be too technical for this group. but Is there a program or a method to take the .x files and merge each into frames and one .x animation file. or is there a plugin for AC3d to do this. I am at a loss. I thought about loading up each .x file frame and as the ship explodes swotch which object is visable but I think i will have memory/fps issues. My game is to a point where 3d Graphics are a needed item. and how I am going to handle animations is the next step in both code and models.

Second Question: some of my objects have over 5000 vertices. would that be what is affecting my fps. Infact the attached graphic Model has surfaces: 37032 vertices: 25965. Is that why I am getting a huge drom in fps on rotation and move of this object.
Thanks,
Terry

Thanks,
Terry

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TDK
Retired Moderator
22
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Joined: 19th Nov 2002
Location: UK
Posted: 20th Feb 2008 11:23 Edited at: 20th Feb 2008 13:36
Quote: "would that be what is affecting my fps"


Very likely. I can't see much of the detail on your ship from the screenshot, but I would expect to be able to create something very similar in a few hundred poly's - certainly not 30000!

[Edit] I just had a quick go at copying your ship from the pic because I was curious to see how many poly's it would be. I didn't have your textures though.



518 Poly's in total. .X file attached in a zip file so you can play if you want to.

TDK_Man

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BenDstraw
19
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Joined: 21st Dec 2004
Location: Arizona
Posted: 20th Feb 2008 22:06
30000 polies? damn just remember you dont need edge loops if they're not adding detail to your model especially if you plan on using it for a game.

Dreams of Art Mastery Brought Me Here

Seppuku Arts
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20
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 20th Feb 2008 22:13
30k polies is an aweful lot for a model like that - most 3D editors on most computers will not handle that many polies so well. You'll need to learn to get things done with minimal polygon counts - particularly for game quality models. 'subdivision' is definitely worth avoiding until you know how to use it to its best effect (when do ultra high-poly work)

Exit Pursued by man-bear-pig
dragon assasin
17
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Joined: 29th Aug 2007
Location: Wait did that shadow just move...
Posted: 21st Feb 2008 02:14
yeah you definadely need to lower the polycount though for the detail in this, that is like having all of the halo 1 vehicals exept the banshee and ghost in one scene.... i have one model scene that has 38k in polies
and thats a carrier with 150 fighters and 10 ion lasers....

dont worry the more you use 3d software the more rapidly you get better at it

@seppuku
maybe for the freeware
my pc with 3dsmax handles 500k
and my laptop takes 1.5 mil poly




me is no can spell
AndrewT
17
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Joined: 11th Feb 2007
Location: MI, USA
Posted: 23rd Feb 2008 05:26
Quote: "maybe for the freeware"


Blender can run with over 5 mil polies on my PC.
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 23rd Feb 2008 18:05
It doesnt matter if your computer can handle rendering a million pollies. Hell, ZBrush can render billions of pollies on the newest machines out today because of it's really good culling system.

Its the fact that once you take that million polly model, throw it into a game with a bunch of other million polly models moving around, checking for collisions poly-by-poly, doing hundreds of mathematical calculations in the background, not to mention receiving and processing user input, displaying 2D graphics, applying shaders, AI, physics, and everything else that goes into making a game nowadays, your FPS will be borderline negative (meaning 0).

TDK managed to model that in roughly 500 polygons, and he probably wasn't even trying. Looking at that pic Id imagine its possible to be done in under 200 and still look just as good.

Just pointing that out.

TDK
Retired Moderator
22
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Joined: 19th Nov 2002
Location: UK
Posted: 24th Feb 2008 08:29
Actually, I think we are all wasting our breath - and time.

This joker has started 7 threads on these forums and after asking a question has not once had the decency to return to them and let people know if their suggestions helped.

So, there's a good chance that none of what we have written will have even been read.

Another name for my 'ignorant people to ignore the posts of' book I think!

TDK_Man

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