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Everything posted by Deutschmark
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Looks great Marko Deutschmark
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First Payware 3d model / Contest is closed
Deutschmark replied to MarkoBarthel's topic in Released Products
Ok its a UGM-27 Polaris A1 Deutschmark -
First Payware 3d model / Contest is closed
Deutschmark replied to MarkoBarthel's topic in Released Products
Its a ICBM missile Deutschmark -
From the VSF site... ------------------------------------------------- Re: Low fps on a certain model by RobertNeath » Wed Jun 26, 2013 6:22 pm Hi Kosta, Yeah the problem is solved, I fixed it by grouping all the objects into a single object with Deep Exploration, something which I forgot to do last time. Ship runs much better now in the high 30fps. ------------------------------------------------------------------------------------------------------ O really... I would say Robert it was something that you did not know to do until you came here and asked for help... I don't mind helping out and I do it a lot, but when the ones I help go around on other forums and make like it ( something which they forgot to do ) that's when it gets under my skin Why could you not say that you got the help over here at Marko's site by Deutschmark and Marko, that would Had been the right thing to say... And Kosta knows I helped you as just last night I gave him a link to this thread at my site where I been helping him, just so you know. Deutschmark
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Nice work Clayton looks great all of them Deutschmark
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WOW!!! you got it all down to just 1 object I think that would run great on my low end XP PC now. Deutschmark
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Looks GREAT!!! nice work Marko Deutschmark
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and here I thought you where going to say it was the USS Constitution no wonder why I did not know what ship it was... Deutschmark
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Hi Robert, I had a quick look and this is what I seen right away. In DE, open the model folder under ( Scene Tree ) to the left, now you see all them folders each of them folders is one group and you have 97 folders there now look to the bottom right on my XP PC it says 2.99 FPS, this Boat on my XP PC VSF would make my VSF come to a full stop! the way it is, you need to get rid of 2/3 of them folders by regrouping them to get this boat running good in VSF, also I noted that you have 83 materials not that its a bad thing but it will take more vid card to process them all but when I looked at them I seen a door it was the same door about 5 or 6 times that is really not needed one door would do just fine and the same with some other textures I seen them a few times where one of each would be better and make for less processing on the vid card. There is my report on this model. Deutschmark
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If you like sure go ahead and send it by PM. I will have a look and see if I can see anything that maybe your over looking, send it so I can also try it in VSF. Deutschmark
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hmmm... don't know why, on my XP PC one 3.5 AMD core, 2 gigs ram and a mid range vid card with 512 MB on it I can take a 70.000 poly model group it all as one and get 70 to 80 FPS, then the same model with 30 groups and get 30 to 40 FPS and all this with mid range settings on what I call my low end PC. Deutschmark
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I will give you a example, you see this motor.jpg texture? I can map all the motor 3D parts to this one texture and after Am done then group all the motor parts that go to this texture As one group and that is because all them parts to the motor Now have one thing in common they all use this one texture map. Deutschmark
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If you use a texture then you can map many parts to the texture and group all them parts as one group so long as they all use the same texture map. Deutschmark
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I will tell you what that is, its how many groups in the model you have its best in VSF to have 30 groups or under, under is even better, but more then 30 and your FPS will drop when its around other vehicles and so on but even the other vehicles need to be that way or FPS will still drop. And its not how many polys it is, but how many groups it is. Deutschmark
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Well you got me Robert I don't know Deutschmark
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I like the model Robert Deutschmark
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hmmm... what is the second one of? and what ship? Deutschmark
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I like the #3 photo it looks good Deutschmark
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we are talking about two things here; 1, if you are going to put lights on the model using the light cfg you have to move the light to where you want it on the model with the X,Y,Z coordinates like I shown above. 2, if you are going to use glow lights then you need to pick out some faces or make something On the model that you would give the part names to like I have shown above. Deutschmark
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nice render Deutschmark
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looks great Robert Deutschmark
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I just come to know I made a boo boo These here are parts on a model; lightsl = glow on when light is on lightsr = glow on when light is on lightsm = glow on when light is on lightst = glow on when light is on So like if you have 5 parts that you wont them to be glowing lights on the right side lets say you would make them all one group and give them the part name lightsr and when the lights are turned on they will glow. Sorry about that, but I never used these as they are new and I have not done anything new that would need these. Deutschmark PS; I fixed above as well.
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Ok we try; the colors names in VSF are; Red Green White Yello = yellow Blue the tag names in VSF are; Strobe - blinking light Beam - light beam with cone Brakes - car red brake lights Blinker - car orange blinker Reverse - car white reverse Fore - forward Back - backwards Omni - omni directional Flat - forward or aft flat So if I want a blinking red light I would put this in the lights name; strobered [light_name] This is for the scale size of the light; 0.009 [light_scale] This is for the X,Y,Z of the light on your model; -1.80 [light_x] 2.62 [light_y] -13.95 [light_z] This is a example of one of my light cfg's for my F-15; 6 [lights_num] OmniRed [light_name] 0.009 [light_scale] -6.36 [light_x] -0.52 [light_y] -9.65 [light_z] OmniWhite [light_name] 0.009 [light_scale] -1.80 [light_x] 2.62 [light_y] -13.95 [light_z] OmniRed [light_name] 0.009 [light_scale] -1.80 [light_x] 2.47 [light_y] -13.95 [light_z] OmniGreen [light_name] 0.009 [light_scale] 6.36 [light_x] -0.52 [light_y] -9.65 [light_z] OmniWhite [light_name] 0.009 [light_scale] 1.80 [light_x] 2.62 [light_y] -13.95 [light_z] OmniGreen [light_name] 0.009 [light_scale] 1.80 [light_x] 2.47 [light_y] -13.95 [light_z] /// F15 --------------------------------------------------------------------- These here are parts on a model; lightsl = glow on when light is on lightsr = glow on when light is on lightsm = glow on when light is on lightst = glow on when light is on So like if you have 5 parts that you wont them to be glowing lights on the right side lets say you would make them all one group and give them the part name lightsr and when the lights are turned on they will glow. ---------------------------------------------------------------- Hope that helps. Deutschmark
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like this as a example; lightslwhite [light_name] 0.009 [light_scale] -1.80 [light_x] 2.62 [light_y] -13.95 [light_z] The tag name that will make the white light glow is ( lightsl ) in this example. Deutschmark
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in the lights cfg, just use them tag names for the lights you want to glow. Deutschmark