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clone objects without random(dummies can also put on the same coordinates and multiply). in 3ds max such function.
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ok seems a good feature, can you add this on http://redmine.scolring.org
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About the new york city model :
I didn't had any crash but it's too long to load.
The editor check the materials textures paths (more than 2000 here), check unicity to add it or not to the OS3D scene... all this take too long. I've checked to make it more optimized but it's not efficient for this scene (I load it in 95 seconds now). but the scene still too heavy to get rendered correctly.
I know it's possible to use such scene but the scene have to be optimized a lot first.
If the converter can't find the textures, copy the textures at the same place of the 3D file. (added in the SO3Engine I gives you)
There is a lot of models and a lot of textures. the scene is not optimized for realtime rendering this is why it is so slow to load. The scene could load more fast if you regroups some models in one mesh and reduce the number of materials and textures.
most of games with a city environment split the city in small parts and this parts are loaded dynamically. but this feature is not implemented in OS3D and the 3D models need o lot of individual work.
A tip in the Editor when you have a lot of dummies in the scene, uncheck the helpers in the view or avoid a very poor framerate, this feature calculate the position of each objects and can be very slow with huge scenes.
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The scene have also a very small unit (less than 0.001 meter, so even at first frame it try to render everything in the camera view, it means it try to load the 2000 textures into the graphic card at once...
I try with the scene with correct scale and pivots corrected in max and exported with EOE and I should be able to use the scene.
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is it possible to create a game like this. video Evochron Mercenary
Last edited by vinurd (27-Jul-2014 09:36:54)
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with the movement, there is still a problem. If the character is bound to dummy it moves smoothly along the axes. If the model of the character itself is connected to the controller that the forward axis tends object to the ground. But with dummy is a huge problem. The character is physics and collision with objects, dummy leaves his seat and the player rotates around it.
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For physic every objects become independent when it react to physics. the only way to keep hierarchy is to use physics constrain.
You can use physic contact plugit and physic materials to disable collision between some bodies.
About the video you gives, this kind of game need special scene manager and terrain system that is not implemented in OS3D.
here a screenshot of the new york city exported from max without special optims, just correct scale and objects bounding boxes and textures converted in DDS.
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Moved to a more powerful PC. PC complains that there is not enough memory and what you need to close the program. test it Robot Andy and Star Wars-in search of hidden threats:)
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# Scol Configuration: User settings
# DO NOT MODIFY !!!!!!!!!
port 1200
#porthttp 80
memorymax 512
log no
echo 0
#logwin yes
#supervisor debug
#runtime-checks on
#forcedIP 1.2.3.4
#refreshIP no
3dhardware OpenGL OpenGL
SO3Renderer DirectX9
3DFSAA 0
QuadBuffer no
FocalLength 0
EyeSeparation 0 0
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can you check the memory used in the windows tack manager ? maybe you have something else eating your memory..
On my computer your sample only take 185Mo
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