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[Model] Cannon
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Sel Offline
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Posts: 278
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Post: #31
RE: [Model] Cannon
(12-29-2010 11:20 PM)DIGI Byte Wrote:  
(12-29-2010 10:04 PM)Sel Wrote:  
(12-29-2010 07:29 PM)DIGI Byte Wrote:  as far as I can tell, this game engine doesn't support LoD's
I hope to god you're wrong.

I believe the game uses active culling to only load resources that are in view, so LoD's aren't necessary

EDIT: considering today's technology and this game engines simple and stable design, LoD's aren't that important, specifically with models, however texture LoD's are still important

Every game that matters made in the last 20 years has been designed to not render objects that aren't visible. Regardless of that being present it's still important to not waste triangles on detail that won't be seen once you reach a certain distance. Confused

LoD's have a place in every 3d game and I'm going to be pretty disappointed if Amnesia doesn't have them, since they're such a hugely important part of optimization and performance Confused

Anyway working on the texture now I guess.
(This post was last modified: 12-30-2010 04:22 PM by Sel.)
12-30-2010 04:22 PM
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DIGI Byte Offline
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Post: #32
RE: [Model] Cannon
I know where your coming from, but LoD's arent that nessasary as rendering triangles these days isnt a big issue for computers, specially if it has a stable and strong rendering engine.

I like LoD's too but its not necessary or resource heavy as textures are
12-30-2010 04:50 PM
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Sel Offline
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Post: #33
RE: [Model] Cannon
(12-30-2010 04:50 PM)DIGI Byte Wrote:  I know where your coming from, but LoD's arent that nessasary as rendering triangles these days isnt a big issue for computers, specially if it has a stable and strong rendering engine.

I like LoD's too but its not necessary or resource heavy as textures are

Idk, that's really not an excuse to not include an important feature like that :/

Either way this changes things, so I'll probably compile a centerpiece model, along with some lower detail ones to jam in a store room or whatever use anyone can find for these. (IE: a model to use if the designer needs more than one)
(This post was last modified: 12-30-2010 06:00 PM by Sel.)
12-30-2010 05:59 PM
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Sel Offline
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Posts: 278
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Post: #34
RE: [Model] Cannon
[Image: Cannon_Amnesia.png]

wip texture.

Those are in engine screen shots jfyi

ps: 10 points to the first person to tell me how to make the model viewer run at a reasonable resolution
(This post was last modified: 01-06-2011 07:03 PM by Sel.)
01-06-2011 06:59 PM
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xiphirx Offline
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Post: #35
RE: [Model] Cannon
EDIT > Options > Change resolution > restart the program > ??? > Profit!

01-06-2011 07:43 PM
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Sel Offline
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Post: #36
RE: [Model] Cannon
[Image: mview.jpg]

:?
01-06-2011 07:46 PM
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xiphirx Offline
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Post: #37
RE: [Model] Cannon
D: I thought you said model editor... I don't think you can resize the viewer window D:

01-06-2011 07:51 PM
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Frontcannon Offline
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Post: #38
RE: [Model] Cannon
AFAIK only the Level Editor has a resizeable window. I looked for .ini or .cfg files, but found none for the other editors.


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01-06-2011 08:02 PM
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Sel Offline
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Posts: 278
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Post: #39
RE: [Model] Cannon
Model editor has the capability too, I haven't looked at the rest.
01-06-2011 08:03 PM
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Frontcannon Offline
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Post: #40
RE: [Model] Cannon
(01-06-2011 08:03 PM)Sel Wrote:  Model editor has the capability too, I haven't looked at the rest.

Well mine doesn't :/


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01-06-2011 08:06 PM
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