FOnline Development > 3D Development

Character Animations

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baaelSiljan:
Graf as You are moderator, may I ask You to move last topics to some separate thread? :)

Such atlases may be done automatically with some kind of "build" command or something.

http://developer.nvidia.com/legacy-texture-tools

Graf:

--- Quote from: baaelSiljan on December 28, 2011, 05:02:30 pm ---Graf as You are moderator, may I ask You to move last topics to some separate thread? :)

--- End quote ---

Uh, I don't see much sense in it. I could do it later, when the discussion is finished and moving some posts to the separate thread won't interrupt it.


--- Quote from: baaelSiljan on December 28, 2011, 05:02:30 pm ---Such atlases may be done automatically with some kind of "build" command or something.

--- End quote ---

It would be nice, if someone more experienced on that field than me, will try to deal with it. Just want to check out, if it actually gives any significant performance increase.

SmartCheetah:
IMO we can use both versions (unoptimized and the new one) as people might want to change their detail level. Also, when zooming out, it should use less detailed models to take off some weight from your hardware. Take mount and blade as an example, where it uses different LoD for actors which are far far away, but still visible for you. You won't really notice that, while it helps in running game smoothly on older machines.

Lexx:
But - as much as I know right now - the plan is to make the model act like the original sprites. This means, when you zoom in, they don't become smoother like they do right now, but more pixelated, etc... just like every 2d graphic does right now. Therefore, different LOD levels wouldn't make much sense.

baaelSiljan:
That's in my opinion why we dont need complicated polys on faces, shaped knuckles, so much contrasted muscles etc on models, those models are very good and very detailed, but they may be simpler in our case, so we may step by step simplify them and look how it would work. When animations are done, all we need to do is assign model to bones and texture them once again, then test against animations and fix joints. Same thing with textures, in many cases i really cant notice any ingame difference between 512x512 and 64x64. So why not to keep it small. One thing I noticed, fps impact of small improvements is bigger on older hardware than on newer.

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