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 Post subject: Vert Talk
PostPosted: Sat Sep 21, 2002 2:57 am 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 23
Since I'm already hearing digital beeping siren noises, perhaps some other curious track makers out there would be interested in contributing to this discussion before Drive2Survive and I annihilate what little's left of our brains... well mine anyway...

Vert Talk

LagTest4.zip (223k)


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 Post subject:
PostPosted: Fri Oct 11, 2002 10:01 am 
easy company
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Joined: Tue Feb 29, 2000 2:01 pm
Posts: 2036
I have a model I've been playing with which seems to be more than mtm2 can handle up to this point, I'm not asking for help with it, I'm just offering it up for whatever it's worth on the vert talk insanity ;o)

to get this thing to look right in game it'll take a minimum of 18 frames, each frame is unique (no repeats). The problem is that 16 is all the game will take before I get the access violation, 17 and over kills the game.


the animation consists of 152 vertices and 600 faces per frame and uses a single 256x256 texture. the test was done on a track with no other models within range.


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 Post subject:
PostPosted: Fri Oct 18, 2002 9:33 am 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 23
Interesting. A 4 point, 20 frame model crashes back to the desktop.


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 Post subject:
PostPosted: Fri Jan 24, 2003 2:09 am 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 23
I don't know how obvious it is, but I think we missed one. Why do the converted evo models give the access violation, but d2s' wind generators give the too many verts message. The difference, since we worked hard to equalize the vert count, is textures. Too many 256's compared to a couple 64's.

Which raises a secondary question, which lags more, animated bins or animated textures?

Well, it's a thought anyway.


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