Take'em for a test drive!!
Take'em for a test drive!!
Hi guys!!
Just uploaded my 2 latest tests with Jox's lmts loader and Zdimitor's My3d format. Grab them here:
lmts:
http://www.danielpatton.com/afecelis/files/mylmts.zip
My3d:
http://www.danielpatton.com/afecelis/files/Laguito.zip
wasd navigation, alt+f4 to quit, opengl cause dx looked horrible with the zbuffer jaggies problem.
in the my3d example you begin in the dark side of the project; look for the light!!! he eh he
Just uploaded my 2 latest tests with Jox's lmts loader and Zdimitor's My3d format. Grab them here:
lmts:
http://www.danielpatton.com/afecelis/files/mylmts.zip
My3d:
http://www.danielpatton.com/afecelis/files/Laguito.zip
wasd navigation, alt+f4 to quit, opengl cause dx looked horrible with the zbuffer jaggies problem.
in the my3d example you begin in the dark side of the project; look for the light!!! he eh he
bal! as usual you're the first to post on my stuff.
yup, My3d format usually takes long loading the lightmaps and geometry and stuff. And imagine if it looks a bit pixelated in Ogl, how it looks in DX!!! lol
So the bigger the level and the more complex, the worse it will be loading stuff. The good thing is that this is an actual model we're developing in 3dsmax and we could load it completely, no optimizations, no polycount reduce. So that's quite a success; I mean to see something we could only see in renders, in realtime at an acceptable framerate , and also check that the doors and fences are actually made of meshes and not bitmaps, so that increases mesh count a lot; finally, the horizontal elemnts (so close) generate a kinetic effect that migh be part of the visual bug, heheheh
The lmts secne is much smaller in size and complexity; a simple room to try lightmaps. I had forgotten lmts was also very good.
thnx for commenting
yup, My3d format usually takes long loading the lightmaps and geometry and stuff. And imagine if it looks a bit pixelated in Ogl, how it looks in DX!!! lol
So the bigger the level and the more complex, the worse it will be loading stuff. The good thing is that this is an actual model we're developing in 3dsmax and we could load it completely, no optimizations, no polycount reduce. So that's quite a success; I mean to see something we could only see in renders, in realtime at an acceptable framerate , and also check that the doors and fences are actually made of meshes and not bitmaps, so that increases mesh count a lot; finally, the horizontal elemnts (so close) generate a kinetic effect that migh be part of the visual bug, heheheh
The lmts secne is much smaller in size and complexity; a simple room to try lightmaps. I had forgotten lmts was also very good.
thnx for commenting
both look really awesome. i love the detail in the bigger level, and with a moderate loading time... will be fine with a loading screen...cough BF1942 cough... overall id say the only thing i wasnt fond of was the fact that we cant simulate a real sun! extreeeemely close but just a little bit more ambient light around the place and im totally content. awesome job
Laguito was running at about 2-3 fps on InteP4 1.5gig,1gig ddr ram,
256meg video card(good drivers). Did you by chance compile it in
debug mode and not release mode? The same size meshs level from
Deled runs at 50+ fps. I even re-sized texes for only a gain of (1)
frame per second.
256meg video card(good drivers). Did you by chance compile it in
debug mode and not release mode? The same size meshs level from
Deled runs at 50+ fps. I even re-sized texes for only a gain of (1)
frame per second.
If you're not making GREAT games
you belong in an institute!
The Game Institute.
www.gameinstitute.com
you belong in an institute!
The Game Institute.
www.gameinstitute.com
hey guys thanks for all the rplies and comments!! They're very helpful.
What grabs my attention the most is Laguito being such a resource hog.I hadn't payed any attention to the fact that it ate so much ram in just a few seconds!!! Nevertheless I'm getting 160 fps, but this is bad since it means I wouldnt be able to run it on some systems. I think it has to do directly with the fact that all the lightmaps are getting embedded into the My3d file, and I'm baking them at 512x512 so each tga is a bit too heavy. Perhaps I should try rendering to texture at 256x256 to see if it gets any better. The rest has to do with all the geometry and textures that need to get loaded.
@Tyrus: for laguito I used Zdimitor's my3d 3dsmax exporter to get geometry and lightmaps into Irrlicht. For the second demo, I used Lordtranco's Pulsar Lmtools with Jox's Irrlicht loader. I know My3d supports different types of materials, but unfortunately Lmts not. So that's why you see no phong materials in it. Unless LordTrancos finally releases his new version.
It seems like lmts is less resource demmanding than My3d (although they're differnt in size)
Gonna try a new baking at 256x256 in laguito, meanwhile I uploaded a new version of the lmts map with some simulated volumetric con lights and fog:
same link:
http://www.danielpatton.com/afecelis/files/mylmts.zip
Jox, and the rest of the guys, thnx for trying it out.
download the new lmts project, and soon new laguito
What grabs my attention the most is Laguito being such a resource hog.I hadn't payed any attention to the fact that it ate so much ram in just a few seconds!!! Nevertheless I'm getting 160 fps, but this is bad since it means I wouldnt be able to run it on some systems. I think it has to do directly with the fact that all the lightmaps are getting embedded into the My3d file, and I'm baking them at 512x512 so each tga is a bit too heavy. Perhaps I should try rendering to texture at 256x256 to see if it gets any better. The rest has to do with all the geometry and textures that need to get loaded.
@Tyrus: for laguito I used Zdimitor's my3d 3dsmax exporter to get geometry and lightmaps into Irrlicht. For the second demo, I used Lordtranco's Pulsar Lmtools with Jox's Irrlicht loader. I know My3d supports different types of materials, but unfortunately Lmts not. So that's why you see no phong materials in it. Unless LordTrancos finally releases his new version.
It seems like lmts is less resource demmanding than My3d (although they're differnt in size)
Gonna try a new baking at 256x256 in laguito, meanwhile I uploaded a new version of the lmts map with some simulated volumetric con lights and fog:
same link:
http://www.danielpatton.com/afecelis/files/mylmts.zip
Jox, and the rest of the guys, thnx for trying it out.
download the new lmts project, and soon new laguito
Last edited by afecelis on Sun Mar 20, 2005 2:01 am, edited 1 time in total.
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- Posts: 237
- Joined: Thu May 27, 2004 3:18 pm
- Location: Canada
laguito:
yes... 4 FPS!!! VERY SLOW!
looks buggy
it took 50 seconds to load...
mylmts:
speed is good
there is small strange bugs around the corners.
looks good.
great work.
My computer specs:
I suspect it's the fault of my simili-graphic card. A quick research told me that this new generation of intel graphic controllers are good enough with shaders and effects (really better than the old Extreme Graphics2) , but they lag a LOT when there is a lot of polygons (it is the case here).
Anyway, I will buy a graphic card later (I don't have money anymore)
yes... 4 FPS!!! VERY SLOW!
looks buggy
it took 50 seconds to load...
mylmts:
speed is good
there is small strange bugs around the corners.
looks good.
great work.
My computer specs:
- Pentium 4 3.06Ghz
512 MB RAM
Windows XP home
HD 160GB SATA
Video: Intel® Graphics Media Accelerator 900 w/DirectX 9 support. Up to 224MB shared video memory
(Latest drivers for everything)
I suspect it's the fault of my simili-graphic card. A quick research told me that this new generation of intel graphic controllers are good enough with shaders and effects (really better than the old Extreme Graphics2) , but they lag a LOT when there is a lot of polygons (it is the case here).
Anyway, I will buy a graphic card later (I don't have money anymore)
Last edited by cmoibenlepro on Sun Mar 20, 2005 2:42 am, edited 1 time in total.
mmmmmmm you're getting the same error in opengl I'm getting when I run them in DX. Weird!! I bet DX will show up ok on your pc. Perhaps it has something to do with zdimitor's opengl fix? (oh, no, cause you're using my dll oops)
About the 50 seconds to load; check the log screen, it's loading each lightmap, each texture and each mesh!!!! I think it's more something to be rethought by Zdimitor in order to gain up some laoding speed. But the fps and the memory consumption still worries me. Gonna check my code for bugs, and also try it with 256x256 lightmaps.
thnx for your comments Cmoibenlepro those wird things in the corners... I thought they only ocurred in DX. If you check my SS in opengl you'll see I'm not getting them... funny....
take care pal!!!
About the 50 seconds to load; check the log screen, it's loading each lightmap, each texture and each mesh!!!! I think it's more something to be rethought by Zdimitor in order to gain up some laoding speed. But the fps and the memory consumption still worries me. Gonna check my code for bugs, and also try it with 256x256 lightmaps.
thnx for your comments Cmoibenlepro those wird things in the corners... I thought they only ocurred in DX. If you check my SS in opengl you'll see I'm not getting them... funny....
take care pal!!!