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Author Topic: Characteroptimizing and the polycounter  (Read 9375 times)

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Mnemonic

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Re: Characteroptimizing and the polycounter
« Reply #15 on: August 23, 2006, 04:18:07 PM »

I kind of lost track by now. So, the problem is, that the 10000 polygon character is too slow, or...?

Quote
Another question about the actors. With the Ms3d actors it was possible to cut all animations to several files, to load only that one, you need, like an separate take animation. Is that also possible with the X files? I tried it at the same way I used to do with the milkshapes but it doesn't work.
You can specify multiple MODEL = "something.x" lines in the actor definition.

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Re: Characteroptimizing and the polycounter
« Reply #16 on: August 23, 2006, 04:41:48 PM »

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.

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Re: Characteroptimizing and the polycounter
« Reply #17 on: August 23, 2006, 05:34:13 PM »

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:
No, you specify multiple MODEL = "something.x" lines.

Code: [Select]
MODEL = "something1.x"
MODEL = "something2.x"
MODEL = "something3.x"

The animations of all those .X files are then merged. Note the word *animations*. It doesn't mean the model is loaded three times in memory, it's only loaded once. The other .X files only add their animations.


We are just a bit unsure what is happening, when we have a full scripted scene, with many objects and three of these characters.
The 3D characters are the single most hardware demanding feature. Your scripts/sprites are not likely to take much of the performance, unless you'll be doing some very nasty things.
Also, the antialiasing is, naturally, bringing the performance down, because the scene has to be rendered in higher resolution and downsampled.
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Re: Characteroptimizing and the polycounter
« Reply #18 on: August 23, 2006, 05:59:28 PM »

No, you specify multiple MODEL = "something.x" lines.

Code: [Select]
MODEL = "something1.x"
MODEL = "something2.x"
MODEL = "something3.x"

The animations of all those .X files are then merged. Note the word *animations*. It doesn't mean the model is loaded three times in memory, it's only loaded once. The other .X files only add their animations.




Yes I got that with the multiple lines, but my question was, where in the file I have to add that. I am artist, no coder, so sorry for my noobie questions.
Did I understand you right, when I add the following:

Code: [Select]

 ;--- external data
  MODEL = "actors\tom\tom1.x"
  MODEL = "actors\tom\tom2.x"
  FONT = "fonts\arial.font"
  ;CURSOR = ...

It is good to know, that just the animations get pre loaded, but they need power too, so my question was, where they all pre loaded, or where they loaded, when the animation is needed. That is important for me to know, because I am unsure right know if could add some more animation parts, randomly played when the actor stands still.

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Re: Characteroptimizing and the polycounter
« Reply #19 on: August 23, 2006, 06:16:35 PM »

Did I understand you right, when I add the following:
Yup.

It is good to know, that just the animations get pre loaded, but they need power too, so my question was, where they all pre loaded, or where they loaded, when the animation is needed. That is important for me to know, because I am unsure right know if could add some more animation parts, randomly played when the actor stands still.
Currently they are all preloaded.
There's a feature request for loading custom animations on demand.
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Re: Characteroptimizing and the polycounter
« Reply #20 on: August 23, 2006, 07:14:24 PM »

Ok, that is clear now. Thank you.
And with the milkshape files it is the same?

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Re: Characteroptimizing and the polycounter
« Reply #21 on: August 23, 2006, 07:26:12 PM »

Yes, they were preloaded too.
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Re: Characteroptimizing and the polycounter
« Reply #22 on: August 23, 2006, 07:27:34 PM »

Thanks for the information.
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