Assidragon on 11/10/2006 at 14:29
Quote Posted by blaydes99
Well, the "PRELOAD: TRUE" flag in ShockED might take care of any lag,
AFAIK SS2 only loads the models that are found on the map. Models that are included through scripts of cheats will get loaded on the fly - if you make a model with a lot of TGAs you can see the impact when you cheat it in. (In case the model wasn't loaded already of course.)
Quote Posted by blaydes99
but we wouldn't have to create but 4-5 models of the same thing. Just start the animation in a different place for each model and then switch through the models every 50-100 milliseconds. That way you get 20 fps on a weapon.
That'd still trigger loading textures and models a lot. Until all get loaded, that is...
Oh and you have a PM. :P
blaydes99 on 11/10/2006 at 15:19
Quote Posted by Assidragon
AFAIK SS2 only loads the models that are found on the map. Models that are included through scripts of cheats will get loaded on the fly - if you make a model with a lot of TGAs you can see the impact when you cheat it in. (In case the model wasn't loaded already of course.)
That'd still trigger loading textures and models a lot. Until all get loaded, that is...
Solution is simple, just put a copy of all the other models in the room at 0,0,0 (not at 0,0,0, just in a blank room).
june gloom on 11/10/2006 at 23:18
the really obvious ones are all the green and orange CGA-graphics textures. those things are ooglay.
Nameless_Voice on 12/10/2006 at 12:36
Quote Posted by Assidragon
AFAIK SS2 only loads the models that are found on the map. Models that are included through scripts of cheats will get loaded on the fly - if you make a model with a lot of TGAs you can see the impact when you cheat it in. (In case the model wasn't loaded already of course.)
Exactly right. Models used in tweq cycles or otherwise assigned to an object ingame are not preloaded. The lag of loading the models is insignificant, however, unless they use high-res TGA textures, which can weigh in at ~256k+ each, and cause seriously noticable lag when they are first loaded. I saw this while experimenting with the TGA fog I used in
Hazelshade Cemetery - at one point I was using a texture-cycling effect on the fog conveyors, and the mission basically froze for a few seconds at every transition until the cycle had gone through once. For normal objects with simple textures, though, it shouldn't matter.
Regarding object texture rates via Tweq: The maximum number of frames that a model tweq can have is 6 (5 for random cycling). This is hard-coded.
A custom script could be employed to cycle between more, but that would involve having a custom script module loaded into every mission.
Also, a custom script could do the reloading motions much more elegantly. I had plans of making one at one point, but the project that was going to use it was abandonded so I never did.
Regarding changing terrain textures rates: This would need a custom gamesys, making an upgrade pack incompatible with all gamesys-modifying mods such as the Impossible Multiplayer mod, ADaoB, SecMod, etc.
The same applies for changing object texture rates via tweqs or scripts.
ZylonBane on 12/10/2006 at 13:57
Quote Posted by dethtoll
the really obvious ones are all the green and orange CGA-graphics textures. those things are ooglay.
Yes, we know. That's what we've been talking about the entire thread.
blaydes99 on 12/10/2006 at 14:05
Quote Posted by Nameless_Voice
Regarding changing terrain textures rates: This would need a custom gamesys, making an upgrade pack incompatible with all gamesys-modifying mods such as the Impossible Multiplayer mod, ADaoB, SecMod, etc.
The same applies for changing object texture rates via tweqs or scripts.
Yeah, I'm thinking that after we get some results that I will be working on trying to make this work with other mods. As long as I keep good documentation, we should be able to maintain order.
Fallen+Keeper on 18/10/2006 at 12:44
Go get'em guys. I wanna see it in action. Do not stop here. :cool:
ZylonBane on 18/10/2006 at 14:55
I started on the scrolling graph display last night.
Getting tiled animation right is a pain in the ass.
blaydes99 on 18/10/2006 at 19:24
Quote Posted by ZylonBane
I started on the scrolling graph display last night.
Getting tiled animation right is a pain in the ass.
Yeah, I was wondered why you decided to start on one of the "more complex" textures. I'm sure that those tiny 1 to 4-color horrors would be easy to beef up, if you get bored...?
ZylonBane on 18/10/2006 at 20:35
The problem with the small textures is that they require more creative work to up-res. A 32x32 texture can leave a lot to the imagination. A 256x256 one can not.