• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Developers Forum Freelancer Modding Tutorials
« Previous 1 2 3 4 5 Next »
Want to Start developing?

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (17): « Previous 1 … 13 14 15 16 17 Next »
Want to Start developing?
Offline FriendlyFire
07-18-2010, 08:50 PM,
#151
Member
Posts: 11
Threads: 0
Joined: Mar 2009

Server performance and polygon counts have nothing to do with one another. The only ways the server can be affected by a high polygon count are:
A) A complex SUR (hitbox), which would render hit calculations more complex and thus slower
B) The client starting to have graphic lag, which would cause delays when sending information to the server and thus cause lag for that specific player

However, any modern computer won't encounter B and A can be avoided with good design (a SUR can be as detailed or as simple as you want with no relation to the model's own detail level).

As for a hard limit, there is none. The limit is your computer's (and those who will use your model(s)) performance. Freeworlds: Tides of War, for instance, has a 100,000 polygons Imperial Star Destroyer and there is no significant lag. Likewise, 2048x2048 textures were used in Freelancer: Combat Evolved quite extensively with no perceivable performance hit. The biggest issue with large textures actually isn't lag, it's memory limits. The better your GPU, the higher resolution textures it will be able to show. Old mobile GPUs would display a blank texture when a 2048^2 texture was used.

Everything depends on the kind of machine your target audience has and how many of the models you build will be shown on screen. 10 models at 100,000 polygons would be impossible, but if it's just one or two it'd work. Of course, if you're specifically thinking about submitting to Discovery, you have to abide to their predetermined limits, but otherwise you have quite a bit of freedom overall. Just remember that a lot of polygonal details can be rendered just as well with some texture trickery.

Finally, I'm afraid FL doesn't support many advanced techniques. You have glow maps and that's about it. Glow maps are just textures where black is transparent and where whatever is show is always visible, even in pitch darkness.
Reply  
Offline enenra
07-19-2010, 12:29 PM,
#152
Member
Posts: 25
Threads: 3
Joined: Jul 2009

' Wrote:Server performance and polygon counts have nothing to do with one another. The only ways the server can be affected by a high polygon count are:
A) A complex SUR (hitbox), which would render hit calculations more complex and thus slower
B) The client starting to have graphic lag, which would cause delays when sending information to the server and thus cause lag for that specific player

However, any modern computer won't encounter B and A can be avoided with good design (a SUR can be as detailed or as simple as you want with no relation to the model's own detail level).

As for a hard limit, there is none. The limit is your computer's (and those who will use your model(s)) performance. Freeworlds: Tides of War, for instance, has a 100,000 polygons Imperial Star Destroyer and there is no significant lag. Likewise, 2048x2048 textures were used in Freelancer: Combat Evolved quite extensively with no perceivable performance hit. The biggest issue with large textures actually isn't lag, it's memory limits. The better your GPU, the higher resolution textures it will be able to show. Old mobile GPUs would display a blank texture when a 2048^2 texture was used.

Everything depends on the kind of machine your target audience has and how many of the models you build will be shown on screen. 10 models at 100,000 polygons would be impossible, but if it's just one or two it'd work. Of course, if you're specifically thinking about submitting to Discovery, you have to abide to their predetermined limits, but otherwise you have quite a bit of freedom overall. Just remember that a lot of polygonal details can be rendered just as well with some texture trickery.

Thanks for the extensive answer. Helps a lot!:)

Quote:Finally, I'm afraid FL doesn't support many advanced techniques. You have glow maps and that's about it. Glow maps are just textures where black is transparent and where whatever is show is always visible, even in pitch darkness.

So no bumps either? Or were you referring to spec and occlusion maps etc.?
  Reply  
Offline FriendlyFire
07-21-2010, 06:51 AM,
#153
Member
Posts: 11
Threads: 0
Joined: Mar 2009

No bumps either:(
Reply  
Offline enenra
07-21-2010, 04:18 PM,
#154
Member
Posts: 25
Threads: 3
Joined: Jul 2009

Hm, regarding that. I stumbled over this over at the freeworlds community:
http://freeworlds-tow.net/dev/index.php/ne...conversion.html

Could that change anything regarding textures like bumps? (Not at the moment of course but might it be possible with that method?)
  Reply  
Offline FriendlyFire
07-22-2010, 01:07 AM,
#155
Member
Posts: 11
Threads: 0
Joined: Mar 2009

That's what is hoped, yes. DirectX 9 has full support for normal maps and shaders, so there's a possibility those could be introduced to the game.

I wouldn't hold my breath though; w0dk4 is a genius, but it's still an extremely difficult (and time-consuming) task.
Reply  
Offline Rommie
08-18-2010, 08:48 PM,
#156
Member
Posts: 1,585
Threads: 46
Joined: Mar 2009

Guys, can anyone tell me how to get the textures out of the .mat files? You know, separate textures, .tga/.dss/.jpg ?

In space, nobody knows I'm a panda
Reply  
Offline Seth Karlo
08-18-2010, 08:51 PM,
#157
Member
Posts: 2,985
Threads: 141
Joined: Apr 2008

It's in here. I think it's page 5 or something, just read through.

[Image: SethSig.png]
Signature by Sleipnir.
  Reply  
Offline Rommie
08-18-2010, 08:57 PM,
#158
Member
Posts: 1,585
Threads: 46
Joined: Mar 2009

Yep.Found it.Thanks Seth.

In space, nobody knows I'm a panda
Reply  
Offline Rommie
08-18-2010, 09:38 PM,
#159
Member
Posts: 1,585
Threads: 46
Joined: Mar 2009

There's no way to undo what the "detachbyID" script (3ds max 9) did if i dont have any autobackups and i've already saved the modified model, no undo's/redo's...

I just figured i need to retexture one of my meshes completely.
Sorry for the double post.

Edit:Nope, forget it, i've figured it out.

In space, nobody knows I'm a panda
Reply  
Offline Rommie
03-26-2011, 09:30 AM,
#160
Member
Posts: 1,585
Threads: 46
Joined: Mar 2009

Righto.
I reinstalled 3dsMax9 a couple of days ago, and my problem lies with the display mode.
While in d3d, the viewports disappear completely(i.e. no grid/model. It turns grey)
Switching to Software/OpenGL works, but it runs so slow that it's impossible to do anything with it, especially when it comes to texturing in it.

I blame it on my Radeon 9600 Pro(128Mb/PS. 2.0), but I don't see the actual reason for it, as it previously ran flawlessly on the same desktop.
Halp.

In space, nobody knows I'm a panda
Reply  
Pages (17): « Previous 1 … 13 14 15 16 17 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
2 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode