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Author Topic: Importer  (Read 364957 times)

angrypig

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Re: Importer
« Reply #90 on: September 13, 2012, 07:58:13 am »


I´ll test later today when imported some old fashion buildings, but Outerra seems to handle loads of poly´s with ease.

I´ll texture the buildings to check if that impact the framerate, tedious work though since loads of different textures on each building 20+ even if diffuse only.

Tested with 4 tanks, textured buildings seems to have 0 impact, but 5 tanks crash/boom :)

What is the shortcut for fps?

This tank model is not suitable for a real-time rendering, there are too many meshes and thus draw calls (11k for one object is really too much). Those meshes have an average face count ~100 which is very inefficient. Currently there is a limit of 64k draw calls per frame so it means 5 tanks + a few buildings. 11k meshes is just ridiculous

Making a model suitable for the game engine is not an easy task, it is a tradeoff between the poly count, batch count, texture size, number of LODs etc... And even though OT can handle a lots of poly, it's important to use LODs

I noticed it was kind of heavy he he, 1 of those is like 30 of my buildings.
Is there a limit on materials in on object?, noticed some textures not carry over when updated (balcony).


Hmm it is probably a bug in importer's multi-material handler...

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angrypig

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Re: Importer
« Reply #91 on: September 13, 2012, 08:02:35 am »

+1
Wonderful model/textures, can opacity for glass be adjusted in the matlib file?

Yes, parameters for glass are:
Code: [Select]
{
"name" : "glass-material",
"diffuse" : "0.15,0.15,0.2,0.99", //
"Ax" : "0.08",   // this is material reflectance F0
"Ay" : "0.08",   // not used
"m" : "0.02",    // material roughness 0 mirror , 1 - mate material
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : ""
}
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seppen

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Re: Importer
« Reply #92 on: September 13, 2012, 08:30:19 am »

+1
Wonderful model/textures, can opacity for glass be adjusted in the matlib file?

Yes, parameters for glass are:
Code: [Select]
{
"name" : "glass-material",
"diffuse" : "0.15,0.15,0.2,0.99", //
"Ax" : "0.08",   // this is material reflectance F0
"Ay" : "0.08",   // not used
"m" : "0.02",    // material roughness 0 mirror , 1 - mate material
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : ""
}

Thanks!

Love this importer tool, 1,5million poly´s, fully modeled inside details, if collision will work with modeles like this I´m in Heaven :)

« Last Edit: September 13, 2012, 09:14:01 am by seppen »
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ZeosPantera

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Re: Importer
« Reply #93 on: September 13, 2012, 10:26:12 am »

A full walk around building would be awesome.. (too bad we can't walk anymore..)

This tank model is not suitable for a real-time rendering, ~~~(11k for one object is really too much). ~~~ 11k meshes is just ridiculous

Sound like a quitter to me. 11K is just the start!

BUT, Could the LOD system allow this sort of model detail to be used for the closest lod0 rendering? I know you plan on more lod levels than 4.

It would be amazing if this could be the sort of detail expected from models up close.


I have invited the modeler of the tank to join us here on the forums..

http://www.youtube.com/user/shareck/videos?view=0

Apparently he animates them in sketchup too..



« Last Edit: September 13, 2012, 11:18:19 am by ZeosPantera »
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murkz

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Re: Importer
« Reply #94 on: September 13, 2012, 04:57:11 pm »

Additionally, all textures have to be in the right DDS format:
  • diffuse has to be DXT1 format
  • normal map has to be 3Dc/ATI2 format
  • opacity map has to be ATI1 format
  • roughness map has to be ATI1 format
  • material reflectance map has to be ATI1 format
[/li]
[li]Roughness map and material reflectance map allow you to define the whole material in textures so you can have one single mesh and multiple materials and the mesh is still rendered in one draw call. Usually the reflectance is not as important as the roughness, in most case the roughness texture map is enough[/li][/list]


We don't have ATI1 on our list for PS

DXT1          RGB   4 bpp | no alpha
3Dc            XY   8 bpp | Normal Map
DXT5         ARGB   8 bpp | interpolated alpha

Is what we have, any help would be welcome.

Martellus

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Re: Importer
« Reply #95 on: September 13, 2012, 09:17:18 pm »

I have invited the modeler of the tank to join us here on the forums..

http://www.youtube.com/user/shareck/videos?view=0

Apparently he animates them in sketchup too..
I didn't realize sketchup was capable of such detail. Or even doing animation.
« Last Edit: September 14, 2012, 12:21:52 pm by cameni »
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Foxiol

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Re: Importer
« Reply #96 on: September 13, 2012, 09:59:25 pm »

Cameni first of all thank you very much for this. ;)

Now if anyone, because Cameni is a busy man, can make a little video tutorial i will be the most happy Outerra Engine user in the world.

I am not that great to make all this things but i want to learn and don´t mess everything.

Thanks in advance.
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ZeosPantera

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Re: Importer
« Reply #97 on: September 13, 2012, 10:35:07 pm »

Well I am just winging it with Sketchup currently.. I browse the 3D warehouse for awesome.. Edit it a bit and export it. I really should ask here what the settings should be//





Well? I know two sided faces aren't supported but what about the rest?
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cameni

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Re: Importer
« Reply #98 on: September 14, 2012, 12:38:35 am »

Quote from: ZeosPantera
Sound like a quitter to me. 11K is just the start!

BUT, Could the LOD system allow this sort of model detail to be used for the closest lod0 rendering? I know you plan on more lod levels than 4.
Detail is fine, that's not the problem. 400k vertices, ok. But each separate mesh is a separate draw call to OpenGL, and even though OpenGL is much more effective and has smaller overhead than DX, 11k calls is way too much. But I think it should not be a problem to merge many meshes there and make at most a few tens of them, the model simply wasn't designed with the use in games in mind, but it could be, even with the detail it has.
« Last Edit: September 14, 2012, 12:22:42 pm by cameni »
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ZeosPantera

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Re: Importer
« Reply #99 on: September 14, 2012, 01:31:32 am »

What a selling point.. Absurdly High Detail models.

Even if just a few at one time. Now I have to get the modeler on board and hammer him into submission to fix it... Or learn modeling.
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PytonPago

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Re: Importer
« Reply #100 on: September 15, 2012, 04:22:32 pm »


Sound like a quitter to me. 11K is just the start!

BUT, Could the LOD system allow this sort of model detail to be used for the closest lod0 rendering? I know you plan on more lod levels than 4.

It would be amazing if this could be the sort of detail expected from models up close.

...

Apparently he animates them in sketchup too..


Well, would like to hawe the close-up model detail too, mostly for my fun-work ...
   ... would like to see the tank tracks on move in outerra !  :D
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saccara18

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Re: Importer
« Reply #101 on: September 16, 2012, 07:14:15 am »

've now tried for 3 days to import something in outerra, by just the importer then click the dae. file and then import it. last window always come hundreds error messages. I know just stuck. I can import it again in someone explain the process very simple? Thank you very much
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seppen

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Re: Importer
« Reply #102 on: September 16, 2012, 07:15:56 am »

What a selling point.. Absurdly High Detail models.

Even if just a few at one time. Now I have to get the modeler on board and hammer him into submission to fix it... Or learn modeling.

There are several scripts that can clean up the modelstructure in Max, so it´s easier to setup/rig the model for physics in Outerra.

I guess there are plugins for sketchup that do the same.
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seppen

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Re: Importer
« Reply #103 on: September 16, 2012, 07:18:21 am »

've now tried for 3 days to import something in outerra, by just the importer then click the dae. file and then import it. last window always come hundreds error messages. I know just stuck. I can import it again in someone explain the process very simple? Thank you very much

Are you useing opencollada when export?
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saccara18

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Re: Importer
« Reply #104 on: September 16, 2012, 07:31:43 am »

no i use the stnadard dae files with the ingame importer
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