I kind of lost track by now. So, the problem is, that the 10000 polygon character is too slow, or...?
You can specify multiple MODEL = "something.x" lines in the actor definition.
Erm... OK... Where? I mean, must I add this to the external data part, or something like:
ANIMATION
{
MODEL="talk.x"
NAME="talk"
LOOPING=TRUE
STARTFRAME=5
ENDFRAME=35
}
And how about pre loading? Are they all were pre loaded at the start of the game even an model that is needed in lets say 2 scenes of 100?
For example the same model only including an ladder animation, and nothing more.
I kind of lost track by now. So, the problem is, that the 10000 polygon character is too slow, or...?
No, not really. I just used this as a test, to find out, where the limitations of WME are. The point is, we tested it now on some machines here.
After loading two actors, both with 2020 tris in one scene, combined with some objects, we got about 6800 tris and the frame rate decreased down to 35 on a P4 with 2,2Ghz. On my 3Ghz everything seems to be nice, only the loading of the scene needs a little longer (only lets say 1/2 second, nothing to worry about).
We are just a bit unsure what is happening, when we have a full scripted scene, with many objects and three of these characters. Nobody wants, that the minimum system specs are about 2,2Ghz and a GeForce6.