Tempust85 Posted August 22, 2013 Posted August 22, 2013 Yeah but wouldn't a simpler mesh (that would be around 1,000 tris or below) be better on performance? Any hoods can just have the back, sides and front simulation influence feathered. The effect would be similar to some games that have long sleeves "wobbling" as they react to wind and movement.
tsuingosuto Posted August 22, 2013 Posted August 22, 2013 this would be AWESOME, nice little additions like this once they come together are what make games progress =D
CaptainChar Posted August 22, 2013 Posted August 22, 2013 Yeah but wouldn't a simpler mesh (that would be around 1,000 tris or below) be better on performance? Any hoods can just have the back, sides and front simulation influence feathered. The effect would be similar to some games that have long sleeves "wobbling" as they react to wind and movement.I don't think we need to worry about base specs anymore for the game, almost everyone has quad or even x8 the specs the game needs, I think you'd have a lot of play room before the performance took a hit
Xycaleth Posted August 22, 2013 Posted August 22, 2013 The types of calculations you need for collision detection against detailed models would give a noticeable performance hit. This is why even modem games use a simplified mesh for collision detection. Tempust85 likes this
minilogoguy18 Posted August 22, 2013 Posted August 22, 2013 ^This, I've modded games that would use a very low resolution collision mesh for every model, unless the model was very basic like a cube shaped crate it was best to make a collision mesh to reduce performance loss. The other upside to collision geometry other than for physics is a better hit system, bounding box's FTL.
eezstreet Posted August 22, 2013 Posted August 22, 2013 The collision detection can be set to use a higher LOD than the mesh being displayed. Tempust85 likes this
Tempust85 Posted August 22, 2013 Posted August 22, 2013 Ok cool. I think ghoul2 (if I remember the limits i saw correctly) can have at least one more LOD so you could set LOD 4 as collision mesh and leave the other 3 as-is. Whether or not carcass can process 4 LODs is another thing.
eezstreet Posted August 23, 2013 Posted August 23, 2013 You can get potentially infinite LODs in Ghoul2, the problem lies with that the engine is hardcoded to only use 3, however you can easily change the limit as I'm aware. It definitely loads however many LODs you throw at it though, just doesn't use them.
Tempust85 Posted August 23, 2013 Posted August 23, 2013 I thought I saw the limit was higher somewhere...oh well shows how much I know lol. If carcass can't process 4 LODs, then having 4 LODs in a GLM will rely on Xycaleth's FBX to GLM converter unless of course you're a Blender user.
eezstreet Posted August 23, 2013 Posted August 23, 2013 The format allows for infinite LODs, at least file-wise. There isn't a set limit, but I'd imagine it's close to ~2 billion or ~4 billion.
Stooben Posted August 23, 2013 Posted August 23, 2013 Thanks for the answers Psyk0, appreciate it.Keep up the good work!
Tempust85 Posted November 11, 2013 Posted November 11, 2013 Anything new on this? I've been tinkering with my own cape cloth sim with fairly decent results. Archangel35757 likes this
Tempust85 Posted November 12, 2013 Posted November 12, 2013 Nothing to really show off. I just need to find a good method to import JKA anims on this, hopefully the importer won't crap out lol.
Psyk0Sith Posted November 12, 2013 Author Posted November 12, 2013 Nothing new, but i'll start focusing on this in a few weeks, just have to take care of personal stuff first. Tempust85 likes this
Tempust85 Posted November 12, 2013 Posted November 12, 2013 Ok so I've got ALL of JKA's animations into 3ds Max (21376 frames) and I've constrained 'clean' game bones to the bones with the animation. Now seeing how Archangel's exporter will hold up exporting 21376 frames into one file, otherwise it will be a big job to separate them all. Archangel35757 and katanamaru like this
Psyk0Sith Posted November 12, 2013 Author Posted November 12, 2013 That was the first problem i expected, the compiler could be the real problem tho....seeing too many frames at once, it will probably freak out!.
Archangel35757 Posted November 12, 2013 Posted November 12, 2013 @@DT85 -- so is the exporter still churning out your total GLA? Did it finish?
Tempust85 Posted November 12, 2013 Posted November 12, 2013 The exporter progress freezes up but still exports. I hit esc to cancel and it was at 75% and 318mb. If I left it for a long time it prolly would finish, but carcass may not like lol.
Archangel35757 Posted November 12, 2013 Posted November 12, 2013 @@DT85 -- you're using the max2010 32bit exporter?
Tempust85 Posted November 13, 2013 Posted November 13, 2013 Yeah I am, I have the ability to use 64bit 3ds Max but I don't have 2011 in 64bit flavour. Here's my little test with cloth sim: https://www.youtube.com/watch?v=3NJ7XKeF1Ww Here are my cape bones: This is my 'method 2' which I'm importing each animation one-by-one into 3ds max 8 (because there is no xsi 3.0/3.5 importer for max 2011), saving out the .xaf animation and loading it up in 3ds Max 2011. I have 'clean' game bones constrained to the imported animation (JKA anim source) bones so it will work with Archangel's exporter. What you see is the game-ready cape mesh, not the cloth sim mesh. My 'method 1' is converting the compiled JKA GLA to FBX using noesis and importing it into 3ds Max 2011. I then constrain 'clean' game bones to the imported bones from noesis. This method is flawed due to all the animations are in together thus making a VERY large export. Circa and Psyk0Sith like this
Psyk0Sith Posted November 13, 2013 Author Posted November 13, 2013 @@DT85 Does that mean you're taking over the experiment? because i wouldn't have a problem with that! lol.
Tempust85 Posted November 13, 2013 Posted November 13, 2013 I bet you wouldn't rofl! Well here's an update on my side of things: - carcass accepts VERY large xsi files, so yay!- the cape sim isn't behaving well using the 'method 1' I mentioned earlier (due to the amount of sudden acrobatics), so may have to go the 'method 2' route. What I think would produce the best results is 'method 2' (one animation at a time) which I would need your help @@Psyk0Sith and between the two of us, we could pull it off. Just send me your max file when your simulation stuff is complete.
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