From: Gary L. <Ult...@gm...> - 2007-04-07 00:00:13
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Hi folks, I was just testing around with a C-1 model. It seams as thouse organic fo= rms need much more vertices/polygons to display something nice and round. The primrose has currently 113 vert.s and 122 poly.s. It is very sharp ed= ged but it still looks natural because it's an common machine design. Of course organic stuff is not sha= rp edged in nature so I was thinking about a multi resolution mesh. And that's what I found and gave = me the idea: Team Fortress 2 is a modification of Half Life 2 " Valve will Intels Mutli Resolution Mesh-Technologie (kurz MRM-Technologie= ) in Team Fortress 2 voll ausnutzen. Mit Hilfe dieser Technologie wird sowohl der Prozessor als auch die Grafi= kkarte erheblich entlastet. So will Valve jedes Spieler-Model mit satten 3.000 Polygonen darstellen (Hal= f-Life hatte ca. 700, Beben 3 ca. 1.000 Polygone pro Charakter), was ein enormer Rechenaufwand ist. W=FC= rdet Ihr also auf eine Gruppe weit entfernter Spieler sehen, w=FCrde Eure Framerate total in den Keller= gehen. Da man aber auf eine solche Entfernung die 3.000 Polygone sowieso nicht wahrnehmen kann, wird = mit Hilfe von MRM der Polygon-Gehalt reduziert. Je weiter Ihr von Eurem Gegen=FCber entfernt se= id, desto weniger Polygone hat dieser. Optisch hat das f=FCr Euch keine Konsequenzen, jedoch hat dies ei= ne postive Auswirkung auf Eure Framerate. Bei 100% werden also 3000 Polygone dargestellt, das hei=DFt dass bei der = minimalsten Einstellung von 12% nur noch 360 Polygone dargestellt werden m=FCssen. " Maybe we can also include something like this into Opengate!? We could sa= ve 2 or 3 models each conflux=20 by using the subsurface modifier in blender. Usual ships won't need a sub= surface modifier (well maybe=20 for some special high detailed parts of the ship). Depending on the dista= nce Opengate could change the=20 model in space and there could also be an option for the player to set a = max. polygon value to make=20 opengate compatible to slow computers. I made some renderings of a not texturized test model of a C-1 so you can= make yourself an opinion of the technique: 178 vert.s, 228 faces (double as much as the premia): http://www.ontheserver.de/temp/Opengate/C-1/178%20vert.s%20-%20228%20face= s.png 2,029 vert.s, 818 faces (little more than Half Life 1, little less than Q= uake 3): http://www.ontheserver.de/temp/Opengate/C-1/2029%20vert.s%20-%20818%20fac= es.png 4,839 vert.s, 3,272 faces (like a Half Life 2 model): http://www.ontheserver.de/temp/Opengate/C-1/4839%20vert.s%20-%203272%20fa= ces.png 14,246 vert.s, 13,088 faces (just testing around :) http://www.ontheserver.de/temp/Opengate/C-1/14246%20vert.s%20-%2013088%20= faces.png 200k faces (opacma): http://www.ontheserver.de/temp/Opengate/C-1/opacma.png Well we would need to remove thouse holes in the middle of the flux manua= lly. It's a bug in the subsurface modifier of blender. But I guess you got the idea. Regards, Gary |