FPSMMO_DEMO5(DIF_SHOW)
by Szzg007 · 10/20/2008 (5:14 pm) · 6 comments
DIF on the question:
I am making a mountain terrain. Is a complete document. But when I become DIF output. Discovered that there will be some side of the calculation error. I have very carefully examined. In my experience I can rule out the possibility of modeling problems . Because I have been doing a perfect model. Then I think of a solution. This will become three separate direct model. DIF and then re-exported into the scene, put together. At this time there will be no mistake. This is a great 512 * 512 Model, we can effect Data



I think....maybe the question is sustain DIF file farthest ......
In a word. Now I have to create a perfect DIF scene of the collision.
HAHA...
I am making a mountain terrain. Is a complete document. But when I become DIF output. Discovered that there will be some side of the calculation error. I have very carefully examined. In my experience I can rule out the possibility of modeling problems . Because I have been doing a perfect model. Then I think of a solution. This will become three separate direct model. DIF and then re-exported into the scene, put together. At this time there will be no mistake. This is a great 512 * 512 Model, we can effect Data



I think....maybe the question is sustain DIF file farthest ......In a word. Now I have to create a perfect DIF scene of the collision.
HAHA...
About the author
#2
10/20/2008 (7:55 pm)
I agree that is looking nice, I'm also curious to find out how the large DIFs work out since I may be in the same situation at some point
#3
The size of the zone as standard and not resized.
Constructor has no problems making the .map file.
The world editor crashes when I drop the DIF into the world about 50% of the time.
On those occassions when the DIF actually made it into the world, the editor hung for eternity when I did a full relight. 50% of the time.
On the occassion when dropping the DIF into the world and a full relight actually worked, .. dropping the player to camera would crash the engine 100% of the time.
The solution was to segment the DIF into sections and assemble it in the world editor.
(Thanks to Matt at RampidGames for the tip!)
10/20/2008 (10:49 pm)
For the last couple of months I have been working on a Castle that is equal to half of the TGE zone size.The size of the zone as standard and not resized.
Constructor has no problems making the .map file.
The world editor crashes when I drop the DIF into the world about 50% of the time.
On those occassions when the DIF actually made it into the world, the editor hung for eternity when I did a full relight. 50% of the time.
On the occassion when dropping the DIF into the world and a full relight actually worked, .. dropping the player to camera would crash the engine 100% of the time.
The solution was to segment the DIF into sections and assemble it in the world editor.
(Thanks to Matt at RampidGames for the tip!)
#4
10/21/2008 (7:09 am)
I had try Constructor expout dif have lost mush very much .and lost collision detail much.
#5
Also remember that one big model is never as efficient as many smaller models, because one big model filling a zone is always rendered in its entirety; whereas many smaller models might have a lot of the polygons culled. Also, one large model makes LOD very difficult. Having many smaller models means you have have various levels of detail, which load as you get closer. One HUGE model - because some chunk of it is always close to you - cannot use levels of detail effectively. You end up always rendering the entire thing at the highest LOD. ;)
10/23/2008 (4:53 am)
Keep in mind that the DIF format is designed to be for interiors... It's not necessarily (often not, period) the best format for stand-alone models like the sort you're building here. You might find you are better off with DTS models.Also remember that one big model is never as efficient as many smaller models, because one big model filling a zone is always rendered in its entirety; whereas many smaller models might have a lot of the polygons culled. Also, one large model makes LOD very difficult. Having many smaller models means you have have various levels of detail, which load as you get closer. One HUGE model - because some chunk of it is always close to you - cannot use levels of detail effectively. You end up always rendering the entire thing at the highest LOD. ;)
#6
10/23/2008 (3:33 pm)
Yes. I agree with you said. In the mode of accounting for the resources is small than that of a free and multi-mode control of the LOD. But. I found. DIF a large number of small model than the model DIF plus LOD More resources to save. So. I try to do more to the big model. Small number of models will also slow to load. Slow rendering
Associate Konrad Kiss
I never would have thought that you'd have such problems with a big DIF. I wonder how collision will work out with the chunks.