DungeonCK 2 T3D
by OmegaDog · 06/03/2009 (10:56 pm) · 22 comments
Hello Community, I heard the DCK was not working in Torque3D, so I coded a little app that adds lights for you with config for shadows etc.

Paste your Exported Mission in the top box. And adjust the settings and then Click DCK2T3D button and you will be asked where to save your updated mission.
Random Color and Size are not active. I was going to also add XYZ offset to get exact light over torch model since I already have to do the Z offset in code.
VB.NET Source Included.
www.bitSlap.me/DCK2T3D.zip
I know its slow but watch both in HD several time before you start hate'n, please!
In the first video there is 200 lights and over 2000 dts models and about the same in the second but with only 158 lights.
Video 1: Me just messing with blooming sun via point lights, no real sun I know there is a million side effects but its cool see the multi lights shadows even if a few or a lot are messed.
HD LINK www.youtube.com/watch?v=SbA62Du7axw Click HD Button. Click FullScreen!
Video 2: A real view of the DCK wow, I am sure gonna play a little more with this one I heard Konrad is working on new version that's this is proof that it will be amazing in T3D. *Notice the long time it is setting on loading objects it because fraps was active at the time. It does not happen to the first video and it has more lights and more geom.
HD LINK www.youtube.com/watch?v=owP9kaKFDEc Click HD Button. Click FullScreen!
I am sending Maxim the update material.cs and New folder called T3D(art paths) since kit is selling on his site Konrad send me your email and I will send it to you if you want it.
Cya' Around
Omega

Paste your Exported Mission in the top box. And adjust the settings and then Click DCK2T3D button and you will be asked where to save your updated mission.
Random Color and Size are not active. I was going to also add XYZ offset to get exact light over torch model since I already have to do the Z offset in code.
VB.NET Source Included.
www.bitSlap.me/DCK2T3D.zip
I know its slow but watch both in HD several time before you start hate'n, please!
In the first video there is 200 lights and over 2000 dts models and about the same in the second but with only 158 lights.
Video 1: Me just messing with blooming sun via point lights, no real sun I know there is a million side effects but its cool see the multi lights shadows even if a few or a lot are messed.
HD LINK www.youtube.com/watch?v=SbA62Du7axw Click HD Button. Click FullScreen!
Video 2: A real view of the DCK wow, I am sure gonna play a little more with this one I heard Konrad is working on new version that's this is proof that it will be amazing in T3D. *Notice the long time it is setting on loading objects it because fraps was active at the time. It does not happen to the first video and it has more lights and more geom.
HD LINK www.youtube.com/watch?v=owP9kaKFDEc Click HD Button. Click FullScreen!
I am sending Maxim the update material.cs and New folder called T3D(art paths) since kit is selling on his site Konrad send me your email and I will send it to you if you want it.
Cya' Around
Omega
#2
06/04/2009 (11:26 am)
Wait, 200 real-time lights? Holy crap! How did you get those specular effects? Last time I tried the omni lights they wouldn't cast specular, or is that ground an interior?
#3
06/04/2009 (11:39 am)
Its all 100% DTS with the new material.cs that has PerPixel Specular Configured. Will post .cs when I get home. DiffuseMap,NormalMap and Material Specular not a map.
#4
06/04/2009 (11:41 am)
Ah, is it beta 2? I missed specular a lot in beta 1, and I wondered if they were going to put it in since it's deferred.
#5
06/04/2009 (11:47 am)
Yea Beta2 has alot of cool stuff that was missing makes me excited about Beta3 4 5.
#6
Full File
06/04/2009 (7:22 pm)
Modified(Screw-&-Chopped) materials.csnew Material(material_floor)
{
mapTo = "floor_c.png";
diffuseMap[0] = "floor_c";
normalMap[0] = "floor_n";
diffuseColor[0] = "1 1 1 1";
specular[0] = "1 1 1 1";
specularPower[0] = 2;
pixelSpecular[0] = true;
emissive[0] = false;
doubleSided = false;
translucent = false;
translucentBlendOp = "None";
};Full File
#8
Whats the framerate and GFX metrics looking like when your not recording video?
We're looking at doing a little video to show off terrain normal mapping (its back.. finally) and wanted to throw a ton on deferred lights into the scene to boot.
06/05/2009 (5:23 pm)
Thats alot of specular!Whats the framerate and GFX metrics looking like when your not recording video?
We're looking at doing a little video to show off terrain normal mapping (its back.. finally) and wanted to throw a ton on deferred lights into the scene to boot.
#9
FPS: GamePlay is smooth enless you make a quick hard turn it studders a little.
Low 25
High 50
GFX: Pictures worth more.



06/05/2009 (6:22 pm)
Not Recording:FPS: GamePlay is smooth enless you make a quick hard turn it studders a little.
Low 25
High 50
GFX: Pictures worth more.



#10
I think i've noticed you have shadows enabled on all those lights too right? Thats a great stress test... keep at it! :)
Try this in the console...
It will show all three sets of stats at once. The shadow one should be interesting to see as it also tells how many draw calls are tied up in shadow rendering.
06/05/2009 (6:55 pm)
11K draw calls is bad... very bad.I think i've noticed you have shadows enabled on all those lights too right? Thats a great stress test... keep at it! :)
Try this in the console...
metrics( "fps shadow gfx" );
It will show all three sets of stats at once. The shadow one should be interesting to see as it also tells how many draw calls are tied up in shadow rendering.
#13
And the shadow rendering lod is holding up fairly well although i do plan to do another pass on it before beta 3 is released which should improve performance as well as reduce the total shadow memory footprint at any time.
Since your level is built from the DCK its all in small reusable chunks causing the really high draw call count your getting. If that was all merged into larger single meshes the performance would be significantly better.
Also in beta 3 we have Zone and Portal objects. Good use of zoning should reduce your draw call count significantly when using DCK.
06/05/2009 (9:42 pm)
Hum... well about 20% of your draw calls are tied up in shadow rendering. Thats actually not too bad considering the number of lights you have.And the shadow rendering lod is holding up fairly well although i do plan to do another pass on it before beta 3 is released which should improve performance as well as reduce the total shadow memory footprint at any time.
Since your level is built from the DCK its all in small reusable chunks causing the really high draw call count your getting. If that was all merged into larger single meshes the performance would be significantly better.
Also in beta 3 we have Zone and Portal objects. Good use of zoning should reduce your draw call count significantly when using DCK.
#14
06/05/2009 (9:50 pm)
Super Cool! Soon as Beta3 is out, I will make it happen!
#15
I'm actually doing an outdoor game right now, but I'll still be excited to see this, and how its used etc :-)
06/06/2009 (1:49 am)
> Also in beta 3 we have Zone and Portal objectsI'm actually doing an outdoor game right now, but I'll still be excited to see this, and how its used etc :-)
#16
You add Zones to the scene and size and rotate them to roughly wrap interior areas of your map (usually buildings and stuff).
Now add Portal to your scene. A portals bounding box has to touch both Zones it connects. If it connects to only one Zone then its a portal to the outside zone.
And thats it... you've got zoned areas which saves not only rendering performance, but also network bandwidth.
06/06/2009 (2:45 am)
@Peter - Still testing the workflow but here is the rough outline so far.You add Zones to the scene and size and rotate them to roughly wrap interior areas of your map (usually buildings and stuff).
Now add Portal to your scene. A portals bounding box has to touch both Zones it connects. If it connects to only one Zone then its a portal to the outside zone.
And thats it... you've got zoned areas which saves not only rendering performance, but also network bandwidth.
#17
06/06/2009 (11:31 am)
Tom that going to be Sweet!
#18

HD Link www.youtube.com/watch?v=9zuuNKwpQzA Click HD! Click Full Screen!
Tom,
It only slows down a few, 10 max fps slow down sweet!, How do you tell the engine to instance a mesh? If I new this I would be able rearrange the .mis file on export and we should speed up unless its already smart enough to now that they are the same .dts.
06/06/2009 (6:15 pm)

HD Link www.youtube.com/watch?v=9zuuNKwpQzA Click HD! Click Full Screen!
Tom,
It only slows down a few, 10 max fps slow down sweet!, How do you tell the engine to instance a mesh? If I new this I would be able rearrange the .mis file on export and we should speed up unless its already smart enough to now that they are the same .dts.
#19
06/08/2009 (9:01 am)
Torque doesn't do any mesh instancing. Its something i'd like to fix before Torque 3D ships, but the solutions for DX9 are not ideal or trivial to implement.
#20
02/13/2011 (11:44 am)
Looks like I'm a bit late to find this, but you sir are amazing for writing this.






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