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eric51

Search for the retextured addons

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Well,

I'm trying to made my own config.bin replacing the Bis units by other.

My goal is to keep the same framerate than the bis original game but with graphic enhancement. (oups sorry for my english speaking).

Replacing BIS Soldiers by anothers is not laggy.

But replacing Armor Unit or Air unit by, for example, BAS or CSLA units is very laggy.

For example : I 've constated that the CSLA BMP il more laggy that the original BIS BMP. Why ? Script ? More Polygons ?

With a low CPU with the CSLA BMP you can loose up to 4 fps.

So i'm searching every retextured Bis addons to include it in my config :

- The A10 ans SU25 inquisitor addons are retextured no ?

Do you know other retextured addons ?

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what system are you running and what settings becuase the things you describe dont lag me at all?

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They lag more because they have more poly's, high resolution textures (or just more detail on them) and extra fancy scripts for flaming wrecks and so on when they're destroyed.

The BIS models are very low detail compared to most recent user made addons, because they're still optimised for the old days when the game was first released so it'd work on medium spec machines back then.

If you want retextured tanks and so on look on www.ofp.gamezone.cz for Mafy's old retextured units. They're only in desert camo (apart from his 5t trucks) but they're still some of the best retexture works to date. (the trucks are because nobody else has had a go at updating the 5t truck for the modern version... well, as far as I know)

Good hunting, that site is the best place to find anything addon related too, so if you search ling enough you'll find pretty much everything you want.

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To Madus_Maximus  : Merci, i'll go to see that.

To jezz : I have a xp2400-768mo ram - geforce 4 ti4400.

On "Combined Arms" in CWC campaign my fps go from 20 to 35 with original game.

I'm very happy with that but using FlashFxUR or Y2k3 mod drop my fps to 10-20 . 10 for me is awful.

I'tried to modify the Flashfx remplacement Config.bin (FOR MY PRIVATE USE ONLY):

        *Without ARMOUR and AIR addons i earn 5 to 10 fps

        *Without "killed" script like smoke and "debris" i come back to orignal FPS.

So my config now is only soldiers and weapons modifications like the FlashFx mod and i have the same FPS that the original game.

That's why i search AIR and ARMOUR addons less laggy.

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Hi,

Can you send me a copy of your config. No reason to reinvent the wheel. I dont like the Hyk 1985 soldiers so I'll replace them with the 2003 ones. I feel so lazy. I think I'm working to much...

Merci d'avance

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CSLA BMPs don't have too more polys than original BIS model (except Cargo-view lod). I'm sure that our models are very good optimised and we use less textures on BMPs, HINDs, HIPs than original BIS models.

I think that lag is caused by additional scripts.

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sad_o.gif Hello Maa.

Thanks for this precision.

I tried all the last night to understand where come from the drop of frame rate.

I explain :

Campaign : Retalation

Mission : arf, don't remember, a mission where a bmp and crew must take an airport.

The mission starts with a bmp and its crew on a road going to a village. Framerate inside the bmp : 30 / out :40/45/50.

Then i change the config.bin : put your marvellous CSLA BMP (i love you CSLA mod) : I loose 10 fps inside and 10 out.

More strange : In place of your BMP i add in my config bin the BAS MH60 Hélico (it will came in the mission at the end) : I loose again same fps.

So. For me. Loosing FPS is effectly not caused by the polygons of the BMP but by :

- adding script in the config.bin ?

- adding addons and its scripts in memory ?

- the size of the config.bin file ?

Scripts seem to be fps-killer.

I can't do nothing for that or I must change CPU ?

Can we optimize script in config.bin ?

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Salut Eric

I'm playing RETALIATION right now.

I launched the mission you mention in your post using Thunderbird FFUR mod. Framerate dropped below 5 making it unplayable.

I intend to replay it tonight without any addon (plain BIS config) to benchmark the loss of FPS. I will also try the first missions of the campaign to see wether the decrease of FPS happens in this one mission or is global.

A+

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The only time i had problems of framerate drop in Retaliation with my private replacements config was when i added too many extra effects scripts by event handlers.

When i use other personnal replacement where i have no scripts other than a light on ressource burning one (that i detail here if you are interested), i have no framerate drop despite having a low end system.

So if you see framerates drop in Retaliation, try to get rid of all the special effects eventhandlers in you config (before you ask , i don't really know what kind of scripts and effects the y2k3 or flashfx replacement mods are using and so can't help you on their location)

Because i doubt it is the CSLA BMP , it is not a high poly model and is very optimised. It is more likely the effects you are using.

Another good idea, once you have learned how things are working by looking at different configs or reading tutorials is to make your own config using a "clean" default config from BIS.

At least you will have at the start no special effects creating framerate drops.

Then you can add yourself one by one new effects and so control more easily their "laggyness" potential.

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Yes Sanctuary,

I have already retired "killed" events and it's true that the lag has disappears.

But there's no miracle. Addons are scripted too no ?

I 've taked CSLA BMP for example but it's a bad example.

I would have said for example BAS MH60 which seem to be a very scripted addon and need script in config.bin to implement it correctly.

So, even if my job is to write COBOL (don't smile) and C++ i have question :

Do you think it's possible to optimize script langage ?

I saw and test the job you have done with the killed even. Yes, beautiful job. it's less laggy.

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I've been thinking about this lately. It would be cool if some one made a pack that was retextures of all the original BIS models.

    I was messing around yesterday and I placed 4 of Inq's M60s in the game. My frame when I hit preview was 8. So then I aborted and replaced them with BIS's M60s and hit preview, 40FPS. It sent me into a massive bout of near suicidal depression. After that I tried putting 9 of Orcs 1985 Russians on Nogova, 23fps. Then I aborted and replaced them with BIS's, total fps45. I also did the 9 soldier test with Hyakushiki's US infantry with the same results as with ORCS.

    God I wish I could play this game with addons. Inquisitors M60  is probably my favorite vehicle of all time and I can't even use it  sad_o.gif  .

     That being said some addons perform very well. I tested CSLAII's Czech infantry and they gave the same performance as BIS's troops. They look very good too.

     It would be cool if some one would create a US vs USSR infantry pack that had low end system friendly units. Perhaps just retextured BIS units with better helmets? I downloaded Vilas 1985 pack to check out his models and they perform very well. The pack is very buggy though and has lots of missing wound textures and muzzle flash shadows. Maybe he would give permission from some one to use his Desant and US infantry models as a base for such a mod?

     A best case scenario would be if maybe CSLAII would incorporate a new infantry models for the Soviet and US troops in their mod. I was seriously impressed with how efficiently their infantry perform when I tested them.

     Regardless all that is needed is 2 to 9 new models.

1. US soldier

2. USSR soldier

(Sniper, officer, and medic are hidden selections based on the above models)

and maybe

3. US Crew

4. US Pilot

5. USSR Crew

6. USSR Pilot

7. Blackop

8. Specnatz

9. Blackop day

    Really all that needs done to improve the look of the game infantry wise is to use nice textures and a slightly better looking helmet (as CSLAII has proven).

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Thats what my old mod was originally about but no one cared about not getting new high poly units so I aborted it and went with BDM and then no one really cared about that either.

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Quote[/b] ]Yes Sanctuary,

I have already retired "killed" events and it's true that the lag has disappears.

But there's no miracle. Addons are scripted too no ?

I 've taked CLS BMP for example but it's a bad example.

I would have said for example BAS MH60 which seem to be a very scripted addon and need script in config.bin to implement it correctly.

So, even if my job is to write COBOL (don't smile) and C++ i have question :

Do you think it's possible to optimize script langage ?

Special effects are not scripted inside the model , they are scripted by their own config.cpp so even if an addon used as standalone (the natural way to use addons) has tons of scripts, in a replacement mod you can use none if you want to use none.

And so an addon that is "laggy" due to heavy scripting in OFP , can be a lot less laggy when you use only the model with no eventhandler effects/scripts

As in the case of a config replacement, if you don't insert their scripting by the eventhandlers in their class definition, those vehicles will never call the scripts.

The BAS choppers are high poly models, so even without any eventhandlers , they are not as light on ressource than the CSLA BMP, so it is possible that you see framerate drops when several of them are flying near your position.

But, talking about the BAS MH60 , it needs at least 1 eventhandler : the one controling the automatisation of the doors opening when someone mount in cargo , else when they will take place inside, the legs of several units will go through the closed (by default in the model) doors.

Some other vehicles, several airplane featuring in the same model different armaments without (unfortunately) managing them with hidden selections are needing eventhandlers to control the display of the weapons (as they

are managed by several settextures)

For scripts optimisations , there are some tricks, by example a script has a loop, if the loop has a delay of repetion of ~.0001 , do the effect will be horrible if you set this delay to ~.1 ?

This simple fact is making already the loop more computer ressources friendly , the bigger the delay, the less CPU intensive a script is.

Another exemple about that : you have a script checking if someone is dead to delete its body.

You don't really need to put a ~.1 delay to this detection, you can use ~4 by example to have it make the detection every 4 seconds, very less CPU intensive

It is a common trick to avoid as much as you can the " @ " loop condition in a script, as their delay are not customisable and is very very low (i don't remember exactly how many milliseconds) making scripts more cpu intensive.

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biggrin_o.gif great thanks.

I have never think about timed and delayed events. Merci Sanctuary. I'm going to optimize this code.

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I'm sorry to hear that Jakerod. If you would have completed it I would have downloaded it in a heart beat. I wish I had the skills to try do it my self but I just don't. I've neer been able to get Buldozer up and running and even if I could I doubt I'd ever be able to config an addon, model, or texture anything.

You know if any one is thinking about doing this still maybe FDF would allow use of some of their models. Their troops are pretty CPU friendly yet look great to. Their basic Finish Soldiers would make great base for a CPU friendly West soldier if retextured. Heck maybe they could do it for FDF 1.4.

I do think that CSLAIIs troops though are still the best for showing that you can make a low system spec friendly unit that looks terrific.

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Thanks for the link downloading now. I seem to recall using them in the past, but I thought that their helmets dissapeared when in cars? Hopefully it includes an officer model to.

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