67b514ac34345

67b514ac36922
20 Guests are here.
 

67b514ac38e2cZylonBane

67b514ac38ea7
How bad does the mortuary get? It has like six or eight of them.

67b514ac39002voodoo47

67b514ac39063
it's only four, actually - 50 vs 38FPS.

67b514ac39150ZylonBane

67b514ac391ab
Oh yeah.

It just occurred to me that it would be easy to put a model tweq on an object that would switch it to a different model on sim start, allowing any object to use a different model for lightmap generation. I don't think that should be done here, but it's an interesting capability to have.

67b514ac39266voodoo47

67b514ac392b7
why not? the original object being 2d is not really a problem - it's only observable at a couple of places, and you have to look really hard to notice.

67b514ac39383ZylonBane

67b514ac39414
I disagree. It's subtle, but it is noticeable when they have true depth. We've just been looking at the old 2D grates for so long that they seem normal.

Look at, for example, the window frames in Half Life 2. Sure, Valve could have gotten away with using transparent flats for them, but they're actual 3D models.

67b514ac394e5voodoo47

67b514ac3953a
I suppose.

anyway, no problem with improvements like this eating away some FPS - I doubt there are too many people running the game on converted thin clients (or any other bottom of the barrel devices, the heyday of atom cpus is long gone), and the framerate drop will be negligible on any other computer.
67b514ac396f8
A detail like that eating on your fps that heavily is okay once, but consider SHTUP, new doors, new things here and improved things there and it adds up to a heavy game. If Olfred can put in extra work to find a good balance between performance and quality then he should do it. That's only in line with the other efforts made here IMO.

67b514ac39844voodoo47

67b514ac39898
trust me, a thin client which is probably much slower than the phone in your pocket losing one fifth FPS over an updated resource is not an issue - this is a test scenario, very unlikely to happen in real life. but I agree, if a resource can be optimized, it definitely should be - no sense in cutting into performance unnecessarily, even if it's just a few FPS.

any computer with a dedicated gpu from the last decade and half will see next to no FPS drops when comparing unmodded and fully modded SS2 - remember, with a few exceptions like four hundred, most mods still operate within oldDark limits, so they don't need much of extra cpu/gpu power.

the hires doors are an exception - while I didn't check the models in any sort of model editor, I'm quite sure they are only few polys away from implosion, as the authors are not exactly known for exercising restraint (in any area).

67b514ac39a7dvoodoo47

67b514ac39acf
here's the topic where they are.. contained, with a bunch of other things keeping them company.

didn't check with the thin client, but they murder performance very efficiently on my hp dc7700 (C2D, GMA3000).

67b514ac39b76ZylonBane

67b514ac39bc8
Ah, those. Yeah I think we're doing okay compared to them. And Gecko, who complains that NewDark "only" supports 99-frame animated textures.

67b514ac39c7avoodoo47

67b514ac39ccc
yeah, as mentioned in that topic, if you are hitting your head on a limit of some sort every second step you take, you are probably doing it wrong.

67b514ac39d85ZylonBane

67b514ac39dd6
So, I filled a room with 21 of the 3D grates, and the frame rate never dipped below a solid 60 FPS. This is on a Radeon 7800, a 2012 card. At 30 grates it finally dipped down to ~55 FPS. I wouldn't even have noticed the drop without FRAPS.

67b514ac39e79voodoo47

67b514ac39ecf
yes, as mentioned, a 12FPS dip on the thin client is pretty much nothing on any proper computer from the early dx9 era or newer.
67b514ac3a218
please check if you like this one.
And should I give the texture another name?
[RGRATE01.bin expired]

67b514ac3a2dcZylonBane

67b514ac3a33b
Sorry I took so long to get back to you on this. Looks good! Is it using the vanilla texture?

Couple of issues-- this version shows up in DromEd as having 0 depth, and the model seems to be aligned above its center plane. Was this intentional?
67b514ac3a44b
Currently it is set to the same texture name as the vanilla. I can change it to another texture name if wanted.

Yes, so it can replace the old model without any adjustments.

67b514ac3a567ZylonBane

67b514ac3a5c1
Texture name is good.

It would be best to have the dimensions and alignment match the actual physical object. It's impossible for the 3D grate model to function as a drop-in replacement, because there's no consistency to which facing the grate objects were placed with. They'll all have to be manually adjusted.
67b514ac3a71f
Well, to change the dimension in the editor is no problem, it's just a matter of letting the exporter create a new bounding box.
But how do you want the alignment to be?

67b514ac3a7baZylonBane

67b514ac3a80e
Centered. No vestiges of its former 2D self.  :thumb:
67b514ac3ab2d
How about this one?
[RGRATE01.bin expired]

67b514ac3aca0ZylonBane

67b514ac3acfa
Dims/alignment good. But some more in-game testing revealed a problem when it's close to a light... it's displaying odd shading, almost like the surface normals aren't correct. Also, possibly related, it looks like the entire model is set to smoothed-- no sharp edges. I guess our options are to either just crease the edges, or get rid of smooth shading entirely. That might look worse though.

https://www.youtube.com/watch?v=ExoHh4KVqss
67b514ac3ae5b
Oh, yeah. It's been a while since I worked on any ss2 models.
Making it flat should also get rid of the lighting problems.

I made a new model but I don't know if this fixes the lighting problem as I simply forgot the command to enable lighting in the editor and couldn't find any list of commands that had the command in it.
[RGRATE01.bin expired]

67b514ac3af0evoodoo47

67b514ac3af6a
toggle_lighting in the command window, but everything should be in the available menus (View for this particular one).

Your name:
This box must be left blank:

Name the AI that appears in both System Shock games:
20 Guests are here.
If he gets near, spacebar him!
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67b514ac3bae4