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Re: ACK [message #480142 is a reply to message #480023] Mon, 25 March 2013 21:37 Go to previous messageGo to next message
Ethenal is currently offline  Ethenal
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I'm fairly sure jonwil's LE was mainly to fix some crash bugs and improve compatibility with his scripts and things of that nature.

I highly doubt he could magically "fix" VIS with a bunch of assembly hacking.


-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

Re: ACK [message #480146 is a reply to message #480023] Tue, 26 March 2013 00:09 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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Wow what a crappy system they made. I use view frustums and bounding boxes. Done and done.

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Re: ACK [message #480148 is a reply to message #480146] Tue, 26 March 2013 04:29 Go to previous messageGo to next message
saberhawk
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Oblivion165 wrote on Tue, 26 March 2013 00:09

Wow what a crappy system they made. I use view frustums and bounding boxes. Done and done.


View frustums and bounding boxes don't solve the problem of overdraw. VIS does. Renegade has frustum culling already...

[Updated on: Tue, 26 March 2013 04:30]

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Re: ACK [message #480163 is a reply to message #480023] Tue, 26 March 2013 16:59 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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I made a test map with a vis system and had really no problems or time consuming work.
Took me about 45 mins to create this map,make the vis sectors, plus 10 min to generate the vis points (9417).
I had to create a total of 3 manual vis points.
The only reason I had to make any manual points is because i just slapped the tib field in their.
Only about 15% of the generated points where bad and could be reduced.
This map is really basic and had no challenging terrain features, buildings, tunnels, non flying.
Each vis sector was 16 polygons exactly.
If you design your map with vis in mind it will save you a lot of work.



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http://s18.postimage.org/jc6qbn4k9/bricks3.png

[Updated on: Tue, 26 March 2013 17:02]

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Re: ACK [message #480164 is a reply to message #480023] Tue, 26 March 2013 17:09 Go to previous messageGo to next message
saberhawk
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And yet, that map was not designed with VIS in mind. It is bowl shaped without any interesting occluders and probably would run better without VIS because there's nothing here.
Re: ACK [message #480165 is a reply to message #480164] Tue, 26 March 2013 17:17 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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saberhawk wrote on Tue, 26 March 2013 18:09

And yet, that map was not designed with VIS in mind. It is bowl shaped without any interesting occluders and probably would run better without VIS because there's nothing here.


true. I just wanted to play around with the vis system. See how long it would take to generate the vis points with 100 sectors. Not spend time on anything special.


http://s18.postimage.org/jc6qbn4k9/bricks3.png

[Updated on: Tue, 26 March 2013 17:19]

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Re: ACK [message #480166 is a reply to message #480023] Tue, 26 March 2013 18:03 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I don't think you realize how complex Fjords is. There's three levels to it.

1) The main terrain

2) The sky

3) The underground caves, GDI sewer system, and basements of GDI/Nod buildings

I went back and opened up the Max file for the vis sectors, and I don't want to touch it. It's too messy and complicated to bother with. While it might help reduce framerate problems on the map, I'm quite honestly not interested in dedicating a month of my life toward it. Especially when I get the inevitable whining that comes with "Hurrdurr y i see tre disapear l0l dis m4p sux0r"

If you want to run the vis work, I'll gladly send the files over to you to work with. Otherwise, no, it's not happening for this map - not for a long time, if ever.
Re: ACK [message #480168 is a reply to message #480061] Tue, 26 March 2013 19:15 Go to previous messageGo to next message
Lazy5686 is currently offline  Lazy5686
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BoMbZu wrote on Sun, 24 March 2013 06:42

This topic caught my attention, I was wondering what exactly is VIS or are VIS points, and why would calculating them result in a smoother rate of frames.

I tried a Google search but couldnt find anything useful. Just curious

Vis points/sectors determine what Renegade renders. If there are none then Renegade renders the entire map, and every object on the map. On Fjords this means rendering hundreds of trees and makes my FPS less than that of Crysis 2 on maximum settings.

Generating vis points on Fjords would be an enormous task due to the way trees break up line of sight as well as how large the map is. Then you need to go through and manually place points due to the camera behavior of vehicles and aircraft.


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Re: ACK [message #480187 is a reply to message #480148] Wed, 27 March 2013 22:30 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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saberhawk wrote on Tue, 26 March 2013 07:29

Oblivion165 wrote on Tue, 26 March 2013 00:09

Wow what a crappy system they made. I use view frustums and bounding boxes. Done and done.


View frustums and bounding boxes don't solve the problem of overdraw. VIS does. Renegade has frustum culling already...



What do you mean by overdraw? For instance a tree is completely blocked by a tree in front of it?


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Re: ACK [message #480190 is a reply to message #480187] Thu, 28 March 2013 00:36 Go to previous messageGo to next message
saberhawk
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Oblivion165 wrote on Wed, 27 March 2013 22:30

saberhawk wrote on Tue, 26 March 2013 07:29

Oblivion165 wrote on Tue, 26 March 2013 00:09

Wow what a crappy system they made. I use view frustums and bounding boxes. Done and done.


View frustums and bounding boxes don't solve the problem of overdraw. VIS does. Renegade has frustum culling already...



What do you mean by overdraw? For instance a tree is completely blocked by a tree in front of it?


Let's say I'm in a building, looking at a wall. What do I draw? The wall, obviously. But I'm on Fjords and there is a forest out there that is also rendered. That overdraw.
Re: ACK [message #480294 is a reply to message #480023] Wed, 03 April 2013 08:59 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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are the flying units absolutely necessary? try a non-flying version and fix those vis points then lol
if it would save that much time and whatnot

p.s. treefuckinggonorrhea


liquidv2
Re: ACK [message #480304 is a reply to message #480294] Wed, 03 April 2013 19:54 Go to previous message
Ethenal is currently offline  Ethenal
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liquidv2 wrote on Wed, 03 April 2013 10:59

[color=skyblue]are the flying units absolutely necessary? try a non-flying version and fix those vis points then lol
if it would save that much time and whatnot


you clearly have not played fjords ;_;


-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

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