hammen 0 Posted November 21, 2004 I'm sure. Becaurse you can heavily reduce lags causing by hi-poly model using well-optimized LODs, but if you have a good textures, the only way to reduce the lags(or take them off) - to map low resolution textures on all LODs except first and second. P.S.: One big texture is better when it's 1024x1024 or less. If it isn't... You should cut this texture into some parts. This remark is touching only OFP1 engine, neither VBS nor OFP2 Share this post Link to post Share on other sites
Drill Sergeant 0 Posted November 21, 2004 I'd post a link to what I found out about textures by exparamenting and checking frame rates and it really depends on the object. (Forum rules state I can't post links to other forums (My own forum) Best to test it and make shure which works beter. But I do so like that BMP3, skins look great too all weatherd and worn gives it that real steel look. Share this post Link to post Share on other sites
Indy 0 Posted November 21, 2004 you should be carefull about the polycount, if you plan to add correct lighting to your model (normals) it will incrase the number of vertex in your p3d and this can cause crashes if you reach the engine limit. Check this thread for more info http://www.flashpoint1985.com/cgi-bin....hl=indy Share this post Link to post Share on other sites
Zander 0 Posted November 22, 2004 i'll wait to test the model in O2 to see if i reduce the polycount. here some pics, i think to finish it tomorrow, without textures  i wait to see if i have to reduce the polycount to start mapping. http://img16.exs.cx/my.php?loc=img16ℑ=bmd301_2.jpg http://img16.exs.cx/my.php?loc=img16ℑ=bmd302_2.jpg http://img16.exs.cx/my.php?loc=img16ℑ=bmd303.jpg http://img16.exs.cx/my.php?loc=img16ℑ=bmd304.jpg Share this post Link to post Share on other sites
theavenger 0 Posted November 22, 2004 how many polygons?? Share this post Link to post Share on other sites
Jezz 0 Posted November 23, 2004 i find if the model is past 8000 polygons it wont appear in the buldozer viewer but 6000 is the preferred maximum for most things may i ask what the amount of vertex's you use on the wheel ie, 8,9,10 vertex clynders ect? Share this post Link to post Share on other sites
Zander 0 Posted November 23, 2004 i find if the model is past 8000 polygons it wont appear in the buldozer viewer but 6000 is the preferred maximum for most thingsmay i ask what the amount of vertex's you use on the wheel ie, 8,9,10 vertex clynders ect? it does with far more than 8000 for a wheel between 15 and 20 sides ingame screenshot i tried with HW Â T&L on and it didnt work Share this post Link to post Share on other sites
Jezz 0 Posted November 23, 2004 i just meant my viewer doesnt work with anything past 8000 mate ive had a friends 20000 polygon ghille suit sniper running about in ofp before so i know the limit for the game is far higher. if you do mean the viewer will work with far higher poly count models then how do you get it to work then something in the config file? Share this post Link to post Share on other sites
Zander 0 Posted November 23, 2004 i just meant my viewer doesnt work with anything past 8000 mate ive had a friends 20000 polygon ghille suit sniper running about in ofp before so i know the limit for the game is far higher.if you do mean the viewer will work with far higher poly count models then how do you get it to work then something in the config file? maybe your system doesn't support more than 8000. have you tried to replace your flashpoint.cfg file? Share this post Link to post Share on other sites
Jezz 0 Posted November 23, 2004 somehow i think it would handle more than 8000 its got an overlcocked Amd to 2.6ghz, fx5950 and 2048mb of ram and yes i have changed the config. Anyway it looks like your just about compleltly remake the model mate looks pretty good, should be fun alongside the bmd's 1/2 Share this post Link to post Share on other sites
Zander 0 Posted November 23, 2004 10,000 polys in the first LOD might be pushing it for a large percentage of the gamer's machines.Personally I'd stick with multiple 1024x1024 textures rather than anything larger. Â I've not really tested it properly myself but seem to remeber a post about it some time ago - the general consensus was to use 1024x1024, 2048x515 = same number of pixels. Â Even the older cards will easily manage that. Works fine for me, even 40k polys. And I have a standard gamers machine, no high end pc. was it with HW T&L turned on? Share this post Link to post Share on other sites
Drill Sergeant 0 Posted November 23, 2004 The trick with Bulldozer is to minamize it and wait for a little while. Simmilar to the black screen when loading OFP missions. Since bulldozer lacks the load screen you need to minamize it and give it some time to load. Unit's looken good. Uh, by the way, on the BMP3 how did you reduce it? It still looks prety good for being that low... Honestly I think if the model was stripped down the bare points and re-convexed in o2 it would probably be 1-5k less. Without looseing any detail. Share this post Link to post Share on other sites
Jezz 0 Posted November 23, 2004 If i was allowed i would post some pics of kenji's bmd 1 in oxygen to show what you can do with under 4000polys im pretty sure you could get it down to about that level with out losing much detail at all. Share this post Link to post Share on other sites
DKM Jaguar 0 Posted November 23, 2004 I have sent AKM74 (the APC pack author) if you can have permission to release it. I will notify you of his decision in this thread. finally i will not use his model, or maybe the script anyway if i want to use anything from your pack i'll ask before  Well I got word back from AKM74, if you did want to use the BMD model then you could, but I see you already have goten quite far on your own. Good work  Share this post Link to post Share on other sites
Zander 0 Posted November 24, 2004 The trick with Bulldozer is to minamize it and wait for a little while. Simmilar to the black screen when loading OFP missions. Since bulldozer lacks the load screen you need to minamize it and give it some time to load. Unit's looken good. Uh, by the way, on the BMP3 how did you reduce it? It still looks prety good for being that low... Honestly I think if the model was stripped down the bare points and re-convexed in o2 it would probably be 1-5k less. Without looseing any detail. not reduced yet Share this post Link to post Share on other sites
Zander 0 Posted November 24, 2004 I have sent AKM74 (the APC pack author) if you can have permission to release it. I will notify you of his decision in this thread. finally i will not use his model, or maybe the script anyway if i want to use anything from your pack i'll ask before  Well I got word back from AKM74, if you did want to use the BMD model then you could, but I see you already have goten quite far on your own. Good work  thanks i think i will need some things like interior. can you tell me about your suspension's script? something wrong with texview... what can i do to get a better conversion? Share this post Link to post Share on other sites
Jezz 0 Posted November 24, 2004 are you using paa tool or texview? Share this post Link to post Share on other sites
Zander 0 Posted November 24, 2004 are you using  paa tool or texview? texview what's the difference between paa and pac format? Share this post Link to post Share on other sites
Zander 0 Posted November 24, 2004 should i use pac or paa files for my pbo? textures show in buldozer but not in game Share this post Link to post Share on other sites
oyman 0 Posted November 24, 2004 http://img109.exs.cx/img109/9940/error5.jpg that texture is 770 x 375 try making it into 512 x 256 and see if that works Share this post Link to post Share on other sites
Zander 0 Posted November 24, 2004 http://img109.exs.cx/img109/9940/error5.jpgthat texture is 770 x 375 try making it into 512 x 256 and see if that works no it's a screenshot from photoshop, it's croped i only use "cubic" textures Share this post Link to post Share on other sites
Zander 0 Posted November 24, 2004 do you know if the game support animated mesh? Share this post Link to post Share on other sites