home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


Sauerbratens model grid got bugs

by scasd on 05/12/2008 01:24, 6 messages, last message: 05/18/2008 00:14, 1180 views, last view: 05/01/2024 13:45

Sorry but Sauerbratens model grid doesnt match 100% the grid Blender uses which is of course 100% boring.

Blender uses mathematical round < or >= 0.5 of its current grid size while Sauerbraten seems to use the floor or ceil algorithm so one has to move the whole model geometry before exporting it (takes a lot of extra time).

I would take cubes instead, their grid is currently smaller than the model grid (cvs). But since Sauerbraten

1. doesnt allow to copy map geometry at rendering time which results in a massive amount of extra faces and slowdowns -

2. doesnt allow free-form windows and stuff like this -

3. doesnt allow free-form surfaces at all -

mapmodels are a must have. How do you solve that issue ?

   Board Index   

#1: ..

by Acord on 05/13/2008 08:08

Map units basically translate 1 to 1 unless you're using non-generic units, such as feet or meters. Try using generic units.

Secondly, how are you managing to get slowdown?!? I've literally filled a level with 50 2000 poly characters plus mapmodels plus level geometry which uses double resolution textures(compared to sauer's default texture res) and I'm not getting slowdown, all on a low to mid range system.

I feel your pain on the second and third, but there's just no good solution atm. Just try to do as much with the map geometry as you can... And believe me, that's no small amount.

reply to this message

#2: ..

by scasd on 05/15/2008 19:00

I need an exact modelscale (mdlscale 5075) together with this I get the so called "grid" and my models are small. I think the scale is a bit large but since floats are represented by 2^32 bits where 23 are mantissa and 8 exponent (2^23 = 70'368'744'177'664 units, together with exponent its shiftable +- 127 bits !)

I used md3 by the way:
struct md3vertex
{
short vertex[3];
short normal;
};

is the problem I think - maybe I should use md5. Is that doom3 md5 model format ?

Thats why I use no "normal" engine because Im able to browse the whole source code by the way.

@Acord: Im not getting slowdowns, just some guys screamed: "holy shit I get 2 fps in your map" and I dont want guys say such things in my maps. So I have to recreate geometry of same style as map models. They will get 5 fps now - but never mind.

PS: thanks for implementation of larger light radius. I started creating
sunlight via thousands of spotlights :P

reply to this message

#3: ..

by scasd on 05/15/2008 19:07

Oh: my models size is 2.0*2.0*2.0 in Blender coordinates (not meters etc) which fits exactly the required grid in Sauerbraten - otherwise I have to recreate map geometry which would make me trow away the map. A mdlscale of 5.075 isnt possible ?

If I scale in Blender I get tiny holes between the models...

reply to this message

#4: Re: ..

by SheeEttin on 05/15/2008 23:52, refers to #2

Which map is this? "Some guys" screaming about low FPS isn't really a good reason to completely do your map geometry as a model...

reply to this message

#5: ..

by scasd on 05/17/2008 16:27

The blender md5 exporter throws out a lot of Non-ASCII character - I will use md3 since md5 is ways too complex.

reply to this message

#6: ..

by scasd on 05/18/2008 00:14

Ups - sorry, it was just my python which got messed up. The md5 exporter script is working.

reply to this message

   Board Index   


Unvalidated accounts can only reply to the 'Permanent Threads' section!


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
53869587 visitors requested 71644783 pages
page created in 0.019 seconds using 10 queries
hosted by Boost Digital