Posted: Tue May 25, 2004 8:25 pm Post subject:
OS VXL Viewer suggestion...
I have a suggestion... You could spice up the barrel and turret placement thingys and make some sort of HVA Edit. You can view much better the VXLs united... _________________ I said: "I'll be back". And here I am QUICK_EDIT
Without 100% perfect blade, Barrel and Turrets alignment there is no point in attempting a HVA Editor. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Dec 01, 2004 11:15 pm Post subject:
Stucuk won't do that. You were not the first person to ask it. According to him, the current engine doesnt support it... and he was pissed off when I added a multiples document engine to the SHP Builder that used pointers (which he hates). That probably helped to stabilish his position against multiples voxels on OS:VV... _________________
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lol. I don't h8 multipul document engines. I h8ed how u made a major change without me. You ignored every suggestion i made, etc. Anyway.
the reason a multipul VXL thing is imposible is because the Frame rate would be way too low, hence why it can only view one voxel on a scene. VXL's wern't ment to be drawn like 3d objects. (way im drawing them is slow) _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Dec 02, 2004 12:53 am Post subject:
I still think you can make a caching system that could reduce the voxels in a smaller group of cubes reducing the ammount of polys to render... _________________
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Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Dec 02, 2004 1:38 am Post subject:
But your computer speed is a way above the avarage. In today standards, the avarage is about 850mhz to 1ghz... of course it varies a lot between countries... I expect that the avarage of my country is above it, although there are a lot of old computer here. _________________
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With 6584 my dads pc gets about 60 fps, but tats hardly any voxels. Try the titan (BOOBS.VXL) which can be found on this site.
Different voxels different fps, one voxel that has 6000 approx only renders at 12 fps unlike another at 6584 which renders at 60. Depending on how meny faces are rendered the fps changes. I proberly should add a face count. Note: with voxels that have HVA's no faces are not drawn (faces that wouldn't be seen are removed from voxels without hva's, ones with hva's can't be removed since the animation may make them visible in a frame.) _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
For a ts voxel with animation say MK II, a person can get 30 fps. Now if u had a scene of say 5 units thats 6fps.....
Its too low to be worth while.
Note: my dads pc is 1.? (above 1.6)Ghz, 256mb, Geforce FX 5200. Its a decent spec.
Note2: Processor will have little impact on the FPS. The speed loss is when the geometry is passed to the graphics card, if you take out that process u will get 60fps. So it will be more than speed of ur graphics card than anything else. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
A, i thought it relied solely on the processor.. i still don't get why a too low fps is a problem though. We're talking about making screenshots here. QUICK_EDIT
I get a very terrible framerate with my Radeon 9800 Pro, most likely because of its bad OpenGL support. Maybe you could try adding Direct3D support? _________________
My average FPS using any of these voxel programs is 4-6, if it's a big voxel I get 1. My Geforce4 MX (Which is infinately worse than a Radeon 9800) handled it better than that. _________________
Direct X Sucks. OpenGL owns. So Does NVidia. All the ID Games (Quake 3 series + Doom 3) Use Direct X , if they used OpenGL the texture cordinates would be the opposite way round (Direct x uses top left for 0,0 and OpenGL uses bottom left for 0,0)
Framerate is important because you need to place the vxl's.
I don't know Direct X, and if i did id haev to rewrite a large chunk of the program, proberly have to rewrite it. Get a Nvidia, they rule.(To my knowlage Nvidia has no problems with Direct X and doesn't suffer any OpenGL Problems like ATI)
Note: "Real Games" use models that were designed to be 3d, VXL's are designed to be rendered in 2d, not made into cubes so they can be seen in a 3d way. I can load Doom3 Models and get 60 FPS (caps at 60, with no Bumpmapping cos i can't do bumpmapping yet). Check out This and This, being a realgame means nothing. Anyone can do things real companys can. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
I just got this card, and it cost me some money, so I'm not too keen on the idea of getting a brand new nVidia card just for voxeling purposes... If rewriting most of the program is required just for DirectX support, I guess I'll leave voxel editing to someone else. _________________
ATI cards can have problems with OpenGL, "artefacts" appearing in games, etc. Nvidia seem more robust, plus there a OpenGL card, OpenGL rulz. Mainly because its an open graphics libary, not a Micro$oft product. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
I'd like to bring this back on topic and make a request about turret placement. Either I'm being a bit thick and haven't worked out how to do it, but that'd still be a great addition.
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