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3 Dimensional Chat / Lower Polygon Count

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Scaleru
19
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Joined: 11th May 2005
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Posted: 18th May 2005 11:56
I've just recently noticed that large maps in my game are returning frame rates of somewhere in the vicinity of 30, so I was wondering if anyone knew of a free polygon lowering tool for 3D models. Also, is it possible to make copies of objects without reloading them each time, and will the "cloning" of these objects save memory and possibly increase my framerate? Thankyou to all who consider this post.

JW
Deadwords
19
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Joined: 2nd Feb 2005
Location: Canada
Posted: 19th May 2005 06:28
Action3D on TGC is very powerfull. You can cut down 50% of the polys and you will see alamost nothing of the change.

SKaLEX's current projects: The Killer 3D, Ride2Chaos
Seppuku Arts
Moderator
20
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 19th May 2005 07:19
there is a free one mentioned some where in the forums, look for it, its not a too old post

http://seppukuarts.dbspot.com
Ronin is back on production yey!!
Scaleru
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Posted: 19th May 2005 08:03
Thanks Skalex, I'll have a look at that. And I noticed something a while ago Seppuku, but I couldn't find it again. Looks like I'll just have to wander around again later today. Thanks.

JW
STALKER
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Joined: 16th Apr 2005
Location: Help! I\'m stuck in the printer!
Posted: 19th May 2005 10:04 Edited at: 19th May 2005 10:06
(oops my 2nd attempt at something cool failed)

>>>>>>>>>>>MIRAGE STUDIOS<<<<<<<<<<<
>>MEDIEVAL CARNIVAL<->GLADIATOR ARENA<<
shado
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Posted: 19th May 2005 12:12
if u import the .x file in milkshape u drag the slider on the import tool to reduce pollies. its not the best but it works. u should also consider spiltting the map up into several chunks. this way only the visible ones are renderered automaticly which saves fps

Scaleru
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Posted: 19th May 2005 15:08
I'm not using map objects, just plains as a grid, and my copy of MilkShape can't import .X (I don't have the plugin) Do you have a link to the plugin? And what would you recommend for world modelling? I've already spent my budget, so freeware is preferred (and yes, I realise there is a sticky about requesting software links). Thanks in advance.

JW
Peter H
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Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 19th May 2005 22:33
milkshape can import .x files without any plugin...

goto Tools>>"DirectX Mesh Tools"
then click on the folder image (not the floppy disk) and browse to your .x file
once you've selected it click "open"
now you should see it in the "DirectX Mesh Tools" window (not in the milkshape window) there is a slider bar at the top that let's you reduce the poly count...not sure how good this is but you could try it...once you are done doing that you can click on the floppy disk thing with the red arrow and it will load into milkshape...then you can export it to .x


BTW that little "W/S" button if clicked will toggle between wireframe mode and textured mode...so you might want to click it when reducing polys to see the effect

"We make the worst games in the universe."

Scaleru
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Posted: 20th May 2005 08:04
Ah, ok, thankyou very much for the pointer Peter. Hopefully this solves some of my problems. Though I should start looking around for a method of world building and proper world collisions now (the latter shouldn't be too hard). Thankyou again to all that have helped.

JW
shado
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Posted: 20th May 2005 08:51
u r using plains and not a solid object? odd. but dividing the 'object' into smaller 'objects' will still work and is recommended. 10 chunks with 1000 polys renders far faster than 1 chunk of equal number of polys

Scaleru
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Posted: 20th May 2005 19:58
Well, I can't adjust it now because its coming near hand-in time (Its a school project for now, but will evolve into an adventure game over the next year) so I'll be sticking with plains for the next month or two, after which I'll be looking for a world modelling method. But until then, I'll be rebuilding the whole collision system as a base for the new build.

Sorry to go off topic now, but I've been pondering a new way to check for collisions (I don't want to use an external dll). Is there a command to check for collisions based on one object. For example, I have the character object number 1. I want to check if it is colliding with something without running through the numbers. Also, is it possible to extract the number of the object it is colliding with? Sorry if I sound rather vague, I'm not certain how I can explain it. Thankyou very much in advance.

JW
Scaleru
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Posted: 20th May 2005 20:39
Please ignore the request about collisions in the last post, I have the answer:



Ah, the joys of lowering the complexity of collision code.

JW

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