Author Topic: The new and improved 3D model topic!  (Read 4687044 times)

It's not set in a script, would i just have to assign partial transparent textures for recoloring?

You should use a blank texture for the grey bits. Then use "setnodecolor" on that particular object. That way you don't have to make different kinds of textures, just recolour the whole object (brickTop and ramp textures included) with the script.

You should use a blank texture for the grey bits. Then use "setnodecolor" on that particular object. That way you don't have to make different kinds of textures, just recolour the whole object (brickTop and ramp textures included) with the script.
Thank you, I didn't know you could do that with more than just tools :D

Exterior is done. Interior needs some finishing touches and then I need to make the animations. I'll also make LOD meshes for this.

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What are LOD Meshes?

What are LOD Meshes?

LOD means "Level of Detail". With LOD meshes you can control the amount of details seen from certain distance. This is incredibly useful when you have a lot of cars in the distance, as it helps performance by giving you the ability to reduce the polycount by making less and less detailed meshes.

So basically this is how it should work:

-When you're close you can see all the details
-When you're a little further away, some of the smaller details (things like interior door handles, etc) can be removed, certain features could be made with less polygons
-When you're very far, even more details can be removed, the mesh could be low-poly.

In some Torque games there are settings for the mesh detail, but I haven't found it in Blockland, yet.

I better stop digressing now.

the main reason nobody's bothered with it for blockland is because blockland frankly doesn't need it

Oh Okay. That sounds really cool.


Soldier. too lazy to make actual textures, also, motion capture.

that's a strangely seductive walk cycle

In some Torque games there are settings for the mesh detail, but I haven't found it in Blockland, yet.
As far as I know Blockland doesn't support LOD meshes.

the main reason nobody's bothered with it for blockland is because blockland frankly doesn't need it
What. Every game needs LOD meshes. What is the point of rendering detailed meshes like vehicle interiors when they are 10x10 pixels on the screen. You can't make out any detail but the engine is still rendering every face and making all the calculation. LOD meshes are easy to make and improve performance noticeably.

blockland seems to have been rolling fine for years without them

Wouldn't it take more resources if the model had more data in it (for the different LODs) than just having a single model to render, despite how high poly it may be?

I'm not sure how LODs work in this game, but for some reason, i'd just assume that if the DTS has more data in it for the various LODs, it'd take up more space than just having data for a single model, but that's probably wrong, yeah?

Wouldn't it take more resources if the model had more data in it (for the different LODs) than just having a single model to render, despite how high poly it may be?

I'm not sure how LODs work in this game, but for some reason, i'd just assume that if the DTS has more data in it for the various LODs, it'd take up more space than just having data for a single model, but that's probably wrong, yeah?
It would take more space, but it would take less processing power at any given time, when a certain distance from the model.



Soldier. too lazy to make actual textures, also, motion capture.


placeholder texture.
Loving these low poly models

Are they for anything?

It would take more space, but it would take less processing power at any given time, when a certain distance from the model.
Alrighty then, but as Taboo's said, the game's been running fine without them, and i haven't seen any complaints about their game slowing down because of models being too high poly

So to start implementing LODs at this point, would it really be worth it?

I haven't been on in a while, mainly because of work but here's something I whipped up today.