Well, came back from watching King Kong to find a ton of cool comments and a sticky.
Thanks guys, cat appriciates it.
Quote: "Hey. Can't believe I didn't a get mention. How many times did I say "cool" to you? And I slaved away at that DBPro flyaround thingy too"
Ah man sorry I forgot to include that demo and update the page. Will do that today.
Quote: "I'm the one who got him started on this and even I didnt get props"
Oh I'm sorry, is your name
Lawrence? I must have been talking to the wrong guy on msn the whole time - next time I see him I'll be sure to tell him to sod off and block him.
Quote: "why would a dbo have half the polys? can dbo files support multiple uv maps, or somehow support lightmapping within them? Its something i've never heard about."
Well, I might be wrong as my source is directly another programmer. Here is Fallout's quote in an old email from one of our old projects:
Quote: "From Simon: You're exporting as two .x files (one model and one
light map model). Is there a reason why you're not using the .DBO export?
With the DBO we only have one model with the lightmap already on it and
therefore only half the number of polys/vertices?"
From what I understand, .x needs to export the mesh, plus export another mesh to be lightmapped and ghosted over the original mesh. Therefore:
load object "level", 1
load object "level_lm", 2
ghost object 2, 1
set ambient light 100
This is extremly noticable in-game: A
9000 poly .x level sees enormous fps drop over an even bigger
14000 but DBO scene. The .x scene is actually closer to 19k poly now with the lightmap. Yeah it's a pain for now, but we're just gonna have to wait for the updated DBO exporters.
Thanks.
EDIT:
I also apoligize to the mods about the sig. After being on 1024x768 for a decade, just two days ago I switched to 1280x1024. Everything looks tiiiiny and I didn't realise my sig was actually noobed. I've become the very thing I been mocking for years.
Your signature has been erased by a mod because it's larger than 600x120...
That's a first.