Xycaleth Posted August 22, 2015 Posted August 22, 2015 @@DT85 It looks like a problem with your model. Potentially because it's not been weighted properly? Here's the Kyle model - his normals look correct:
Tempust85 Posted August 23, 2015 Posted August 23, 2015 I'll investigate.Btw the ghoul2 version is only weighed to the pelvis for simplicity.
Tempust85 Posted August 23, 2015 Posted August 23, 2015 Ok so the ghoul2 version model was a bit borked, but it's fixed now. Now we can see the true issue: After a few vid_restarts, it comes good: Now here's Kyle to show it stuffs up on one of Raven's models: This is random. Sometimes it looks spot-on, sometimes it looks horribly incorrect. So what could be going on here @@Xycaleth?
Xycaleth Posted August 24, 2015 Posted August 24, 2015 Well that's weird I'll definitely check that out. I don't have any idea what could be causing that. Tempust85 and Archangel35757 like this
Tempust85 Posted August 30, 2015 Posted August 30, 2015 @@Xycaleth Any ideas for what could be causing those weird normals? Also, I was in source engine's hammer map editor just now and I saw there is a cubemap size setting for the cubemap entity. Perhaps the mapper being able to set the cubemap size would be handy for rend2? Was thinking a field to input the size, like for example: key: cubemapsizevalue: 128 There can be info on sizes and when is best to use what sizes in the info window. This could be handy as not all areas need the same size cubemap and may save on performance.
Xycaleth Posted August 30, 2015 Posted August 30, 2015 Any ideas for what could be causing those weird normals?I haven't look into it properly yet. My first guesses would be some kind of uninitialized memory somewhere or some wrong calculations. Also, I was in source engine's hammer map editor just now and I saw there is a cubemap size setting for the cubemap entity. Perhaps the mapper being able to set the cubemap size would be handy for rend2? Was thinking a field to input the size, like for example: key: cubemapsize value: 128 There can be info on sizes and when is best to use what sizes in the info window. This could be handy as not all areas need the same size cubemap and may save on performance.I'm not too fond of using cubemaps for everything. They should generally be localized to a small set of objects. I'm planning to add in screen-space reflections which should work much better with large surfaces like walls and floors/rivers/puddles. What's kind of annoying for cubemaps at the moment is that they really need a bounding box or a bounding sphere for them to look correct. I can add a min/max key or radius key to the misc_cubemap, but mappers won't be able to visualise it.
mrwonko Posted August 30, 2015 Posted August 30, 2015 I can add a min/max key or radius key to the misc_cubemap, but mappers won't be able to visualise it.Not with our current editors, anyway.
minilogoguy18 Posted August 30, 2015 Posted August 30, 2015 ^Off topic but sounds like another reason we need a "JA Radiant" like mentioned in another topic or at least something along the lines of a radiant that has both Rend2 and OpenJK in mind as far as features.
Archangel35757 Posted August 30, 2015 Posted August 30, 2015 http://www.tweaktown.com/news/47325/cryengine-3-used-interior-rendering-demo-looks-amazing/index.html?utm_source=ttnewsletter&utm_medium=ttemail&utm_campaign=ttcs Maybe Rend2 will give it a run for its money when it's finished.
eezstreet Posted August 30, 2015 Author Posted August 30, 2015 http://www.tweaktown.com/news/47325/cryengine-3-used-interior-rendering-demo-looks-amazing/index.html?utm_source=ttnewsletter&utm_medium=ttemail&utm_campaign=ttcs Maybe Rend2 will give it a run for its money when it's finished.Gah, so many artefacts...
Xycaleth Posted September 3, 2015 Posted September 3, 2015 Anyone have a reasonably high poly character model lying around? Say 20-30k triangles? I want to see if having that many tris actually affects performance or not EDIT: Do the existing tools even let you export Ghoul2 tools with that many triangles? Archangel35757 likes this
mrwonko Posted September 3, 2015 Posted September 3, 2015 EDIT: Do the existing tools even let you export Ghoul2 tools with that many triangles?My Blender exporter prints a warning if a surface has >1000 verts, but still exports it. Xycaleth likes this
Archangel35757 Posted September 3, 2015 Posted September 3, 2015 Anyone have a reasonably high poly character model lying around? Say 20-30k triangles? I want to see if having that many tris actually affects performance or not :)EDIT: Do the existing tools even let you export Ghoul2 tools with that many triangles? I'm pretty sure the dotXSI exporters will export it properly... we'd just have to "make a change request" to Carcass. You could ask rich if he put those limitations in his Ghoul2 exporter for Noesis.
Tempust85 Posted September 3, 2015 Posted September 3, 2015 Sure, I'll see if I can whip something up later. I'll try carcass, noesis and scooper's exporters. Xycaleth and Archangel35757 like this
minilogoguy18 Posted September 4, 2015 Posted September 4, 2015 It will have a performance hit. I've never tried a model with that many but you get the same result just with something in the 6k range with a handful on screen at once. The Geth model does this if you spawn a few of them, FPS drops noticeably but I don't think that model has LOD's which make a huge difference.
Tempust85 Posted September 4, 2015 Posted September 4, 2015 I tested a 26k tri model in-game with rend2 and I stayed at a solid 60fps. Mind you, there was no other players/npcs.
Xycaleth Posted September 4, 2015 Posted September 4, 2015 It will have a performance hit. I've never tried a model with that many but you get the same result just with something in the 6k range with a handful on screen at once. The Geth model does this if you spawn a few of them, FPS drops noticeably but I don't think that model has LOD's which make a huge difference.In rend2 or the vanilla renderer? Rend2 uses completely different code for rendering and doesn't have the same deficiencies as the vanilla renderer. Character models in modern games can be upwards of 40k triangles so I figured 20k would be a good starting point. Archangel35757 and Tempust85 like this
Tempust85 Posted September 4, 2015 Posted September 4, 2015 Yeah, UE4's shooter game has a character model around 20k I think. Would certainly allow more mechanical models such as Terminators, there's no way 3k tris would allow for a decent looking model. Archangel35757 likes this
minilogoguy18 Posted September 4, 2015 Posted September 4, 2015 I didn't think before I posted, long day at work, I was thinking of the vanilla renderer. Xycaleth likes this
Archangel35757 Posted September 4, 2015 Posted September 4, 2015 @@DT85 - Did Carcass error out? Or did it process the model and only give warnings.
Tempust85 Posted September 4, 2015 Posted September 4, 2015 Nope, it held up fine. Archangel35757 likes this
Xycaleth Posted September 4, 2015 Posted September 4, 2015 Woo, rend2 crashes when I try to load the model Not sure exactly what the cause is yet.
Tempust85 Posted September 4, 2015 Posted September 4, 2015 Really? It works for me... Might be the maximum surfaces or something, I get a warning about it having more than 128.
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