Nick: LOD hehe (: On Sat, Jun 27, 2009 at 10:05 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote: > I looked that up, am I correct in thinking that they can just scan a > light over a cpu and tell what parts are using the most energy (thus > instructions)? > > On Sat, Jun 27, 2009 at 10:00 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote: > > yeah, ID is amazing. they profile their code with osciliscopes to see > where > > in the hardware the bottlenecks are :P > > > > On Sat, Jun 27, 2009 at 9:59 PM, Chris Riccobono <crysalim@xxxxxxxxx> > wrote: > >> > >> I like how you're not surprised they were able to do it. :) It looks > >> like it just takes a certain amount of coding knowledge to be able to > >> apply it in ways that don't seem possible. > >> > >> On Sat, Jun 27, 2009 at 9:52 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> > wrote: > >> > there's algorithms for things like this. > >> > > >> > for textures you can calculate at various distances how many texture > >> > pixels > >> > there are per screen pixels (also taking into account the object's > >> > scale) > >> > and try to make it 1 to 1. > >> > > >> > For instance if something has a super high resolution texture or is > >> > scaled > >> > way down, you might have 8 texture pixels per screen pixel which is a > >> > lot. > >> > You could then make the texture 1/8th as large and have it so 1 > texture > >> > pixel equals 1 on screen pixel. > >> > > >> > That's the ideal most of the time. > >> > > >> > similarly for models, you can take a look at each vertex and if you > >> > remove > >> > the vertex see how many pixels on screen would "pop" and anything > which > >> > was > >> > within the reasonable tolerance, it would get rid of, but keep from > >> > removing > >> > vertices that make a huge impact. > >> > > >> > Like for instance if you had a cone shaped nose for a character you > >> > wouldn't > >> > remove the tip of the nose cause that would make the nose go flat > which > >> > is > >> > really noticeable, but you might remove some of the vertices on the > base > >> > of > >> > the nose since doing that is going to make it less round, but that > >> > doesnt > >> > really affect how the model looks. > >> > > >> > these are just 2 ways but theres all sorts of algorithms to do this > >> > stuff > >> > > >> > On Sat, Jun 27, 2009 at 9:47 PM, Chris Riccobono <crysalim@xxxxxxxxx> > >> > wrote: > >> >> > >> >> Wow, that really is impressive. That gives artists and builders so > >> >> much more freedom it's crazy. I don't even know how one would go > >> >> about creating that system! > >> >> > >> >> On Sat, Jun 27, 2009 at 9:42 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> > >> >> wrote: > >> >> > Oh and something really interesting to note! > >> >> > > >> >> > The geniouses at ID software (carmack etc) have their current > engine > >> >> > working > >> >> > where artists submit huge high resolution textures and way high > >> >> > polycount > >> >> > models, and the engine scales each down to only what is needed and > >> >> > automatically gets rid of the waste. > >> >> > > >> >> > it's a neat system, but ID software is like the best of the best so > >> >> > it's > >> >> > no > >> >> > surprise :P > >> >> > > >> >> > On Sat, Jun 27, 2009 at 9:32 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> > >> >> > wrote: > >> >> >> > >> >> >> Well the scaling issues should all but disapear because the > artists > >> >> >> are > >> >> >> going to make models to scale and building won't require making > >> >> >> things > >> >> >> the > >> >> >> right size for the most part. This is important too because an > >> >> >> artist > >> >> >> makes a model to be a specific size. If a builder make it bigger > >> >> >> than > >> >> >> that, > >> >> >> it's going to look bad like you saw with the stretched textures. > >> >> >> > >> >> >> The solution to the problem you hit is just to have the artists > make > >> >> >> objects the right size and have the builders not have to worry > about > >> >> >> it. > >> >> >> > >> >> >> the idea of being able to place a bunch of models down in specific > >> >> >> intervals is a good idea, its probably something we'll need a lot. > >> >> >> This can > >> >> >> be done via some script magic currently but i'll put it on the > list > >> >> >> as > >> >> >> a > >> >> >> wish item for later (: > >> >> >> > >> >> >> something you might like, is if you type "clone" in the console > when > >> >> >> you > >> >> >> have something selected, it will clone your selection so that when > >> >> >> you > >> >> >> click, it will place an object rotated and scaled the exact same > >> >> >> place > >> >> >> where > >> >> >> you click. that should help with this point you bring up too. > >> >> >> > >> >> >> In general we want to only use as many verts and texture > resolution > >> >> >> as > >> >> >> we > >> >> >> need. > >> >> >> > >> >> >> It's true that if we give a higher res texture to an object and > >> >> >> extra > >> >> >> verts then we can scale it up and it will still look good, but > with > >> >> >> the > >> >> >> artists making objects of the right size for the game, we won't > ever > >> >> >> be > >> >> >> scaling things past where they should be so i think the artists > >> >> >> should > >> >> >> keep > >> >> >> on doin like they have, just use the lowest res texture needed to > >> >> >> make > >> >> >> an > >> >> >> object look good at the scale they want it. > >> >> >> > >> >> >> make sense? > >> >> >> > >> >> >> On Sat, Jun 27, 2009 at 9:17 PM, Chris Riccobono > >> >> >> <crysalim@xxxxxxxxx> > >> >> >> wrote: > >> >> >>> > >> >> >>> Not to keep begging for more editor features.... > >> >> >>> > >> >> >>> But if we have setscale combined with being able to see exact > >> >> >>> dimensions of a model when you click on it, then we could have > >> >> >>> setsize > >> >> >>> and keep placing models to that exact dimension set. And then > >> >> >>> combined with the snapto command, we could actually keep placing > >> >> >>> models every set amount of space, and they would be exactly > >> >> >>> aligned. > >> >> >>> > >> >> >>> I don't know if this makes full sense but it did when I was > typing > >> >> >>> it > >> >> >>> :x > >> >> >>> > >> >> >>> On Sat, Jun 27, 2009 at 9:15 PM, Chris > >> >> >>> Riccobono<crysalim@xxxxxxxxx> > >> >> >>> wrote: > >> >> >>> > When I was building I found it easier when a model had a good, > >> >> >>> > high > >> >> >>> > res texture. They can't be too big cuz of cost, of course, but > >> >> >>> > if > >> >> >>> > the > >> >> >>> > texture is unrepeating and pretty, you can almost scale the > model > >> >> >>> > any > >> >> >>> > way you want and not have to worry. > >> >> >>> > > >> >> >>> > When making floors, walls, and ceilings, it seems better to > have > >> >> >>> > lower > >> >> >>> > res and lower size models. This helps when tiling and aligning > >> >> >>> > things. For example, the first version of the voidmap had some > >> >> >>> > issues > >> >> >>> > because the main asteroid was very large and oddly shaped. I > had > >> >> >>> > to > >> >> >>> > almost scale it to a pancake on the Z axis because of that, and > >> >> >>> > even > >> >> >>> > then there were still problems with being able to walk under > and > >> >> >>> > around things placed on it. > >> >> >>> > > >> >> >>> > Oddly shaped models are very pretty as decoration though, like > >> >> >>> > the > >> >> >>> > fortune teller tent props, the rock piles in cavemap, and the > new > >> >> >>> > trees in voidmap. > >> >> >>> > > >> >> >>> > Hey Alan, maybe we can get around the iffyness of scaling in > the > >> >> >>> > editor by being able to set a value of default scale in the > >> >> >>> > console. > >> >> >>> > Maybe something like "setscale 0.5 0.5 0.5", so then everything > >> >> >>> > you > >> >> >>> > place will already have a scale of that value. > >> >> >>> > > >> >> >>> > > >> >> >>> > > >> >> >>> > On Sat, Jun 27, 2009 at 10:46 AM, Alan > >> >> >>> > Wolfe<alan.wolfe@xxxxxxxxx> > >> >> >>> > wrote: > >> >> >>> >> Yeah, just to re-iterate, scaling in the editor is just like > >> >> >>> >> what > >> >> >>> >> happens in > >> >> >>> >> real life if you stretch an object. > >> >> >>> >> > >> >> >>> >> the texture stretches too and will look distorted if you > stretch > >> >> >>> >> it > >> >> >>> >> too > >> >> >>> >> much, or stretch it too far on one axis vs the others > >> >> >>> >> > >> >> >>> >> the idea is that when we make models we want to make it so 10 > >> >> >>> >> units > >> >> >>> >> = > >> >> >>> >> 1 > >> >> >>> >> meter so that when a builder places an object in the level > that > >> >> >>> >> they > >> >> >>> >> dont > >> >> >>> >> have to scale it, since the artist has an idea of how big the > >> >> >>> >> object > >> >> >>> >> should > >> >> >>> >> be in the world, and scaling takes extra time when building. > >> >> >>> >> > >> >> >>> >> thats the ideal, but of course it may take us quite a few > >> >> >>> >> iterations > >> >> >>> >> before > >> >> >>> >> we are all on the same page about how to make that happen (: > >> >> >>> >> > >> >> >>> >> On Sat, Jun 27, 2009 at 9:43 AM, Nick Klotz > >> >> >>> >> <roracsenshi@xxxxxxxxx> > >> >> >>> >> wrote: > >> >> >>> >>> > >> >> >>> >>> Textures get stretched and compressed at the same ratio you > >> >> >>> >>> scale. > >> >> >>> >>> > >> >> >>> >>> > >> >> >>> >>> On Sat, Jun 27, 2009 at 9:45 AM, katie cook < > ktmcook@xxxxxxxxx> > >> >> >>> >>> wrote: > >> >> >>> >>>> > >> >> >>> >>>> Hey Guys, > >> >> >>> >>>> > >> >> >>> >>>> When you scale a model in the level editor, does it scale > the > >> >> >>> >>>> textures > >> >> >>> >>>> proportionately? OR does it stretch them as you scale? > >> >> >>> >>>> > >> >> >>> >>> > >> >> >>> >> > >> >> >>> >> > >> >> >>> > > >> >> >>> > >> >> >> > >> >> > > >> >> > > >> >> > >> > > >> > > >> > > > > > >