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DarkBASIC Discussion / Woah, this is crazy.

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Yoshiman1
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Joined: 12th May 2004
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Posted: 25th Dec 2004 04:23
I made a level with about 7 desks, doors and a few buttons, and three squares for 3 levels (this is like a SSB game - 2d gameplay, 3d elements). It's quite small, I'd have to scale up to get it the size I want.


Problem is, it's still too slow.

I load the 3ds into Darkbasic, it takes 3 minutes literally to finally load it, and everything's slow.

I tried converting it into a .x, but that would be even worse. It went from a 3 MB 3ds to a 28 MB x.


Any ideas how to load it faster/make the screen faster? I don't get why it is, considering how small the model is, and I don't have that much on it.
Mentor
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Location: United Kingdom
Posted: 25th Dec 2004 06:16 Edited at: 25th Dec 2004 06:17
internaly an X file is almost the same as the data used by the video card, so theres a good chance that .X will load and run faster than .3DS since it doesnt have to convert 3mb of 3DS file to 28mb of data that can be displayed by the GFX card, 28MB is a lot of data for the level that you describe though, try getting the poly count for the scene and check your texture sizes, somethings amiss at that, it may be that you inadvertently subdivided some plains and sent the poly count through the roof as you cloned em to make walls or something, print statistic 1 and see how many polys you are handling and check the size of your texture files, you don`t need a 1.5mb mb texture for the top of a desk for example, that could slow things down some, see what results you get and post back if you need any more help, it`s hard to guess just what is going wrong from way over here .

Mentor.

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Posted: 29th Dec 2004 23:54
How fast is your pc? We need teh specs!

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Carolina South
20
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Location: South Carolina
Posted: 30th Dec 2004 10:51
If the model (3DS file) is 3MB in size then there is something seriously wrong with it. A 28MB (X) file is plain ridiculous.

Even if these include textures its still crazy sizes for model files.
Depending on your modeling program, look for a way to reduce the poly count in there. If you believe the textures are the culprit then switch from .BMP to another more compressed format if your modelling program allows it.

Hope you get it all sorted out

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Mason
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Posted: 31st Dec 2004 06:44
Quote: "How fast is your pc? We need teh specs!"

Ya, some computer specs would help a lot.

¤§Mason§¤

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Yoshiman1
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Posted: 1st Jan 2005 08:53
For 1, I'm using Darkbasic, so the print statistic 1 didn't work for me.

2nd, it's not the textures. There's no textures at all, only coloured limbs.

3rd, I have an AuthenticAMD Processor, which is equal to a Pentium 4, if not better. 3d runs fine on here.

4th, I'm using Anim8or and 3d Studio Max for modelling programs. Any idea how I can lower the polygon use?
ShuFFs
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Posted: 3rd Jan 2005 04:41
well i use 3d canvas and its really good because you can make models with really low poly counts but still looking really good, the models get smoothed over in darkbasic somehow
Yoshiman1
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Posted: 4th Jan 2005 10:48
But 3d Canvas isn't as good as 3d Studio Max.

I lowered the polygon count with the Polygon Crunch plugin for 3DS Max, but it didn't really do anything. Only took it down to 21 MB and it still goes slow.

Any other way to lower the polygon count?
blanky
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Posted: 5th Jan 2005 01:38
If you've got a new-ish version, go into 3DS Max, open up your model, select everything, click to go to the Modifier Panel, and choose 'MultiRes'.

Hit the 'Generate' button, and keep reducing the Vertex Amount Percentage until you can get it to the lowest value possible without your model going awry.

(Also, tell us what the 'Vertex Count' box says before you do change anything 'cuz we want to know just how bad the damage is).

2005 - Year of cartoony red cubes (look! black outline!), for me at least.
Yoshiman1
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Posted: 6th Jan 2005 10:29
Okay, for some reason, when I apply the MultiRes option, it won't allow me to change the Vertex count, and it doesn't even show me any of the numbers for the vertex count, maximum, or anything.
blanky
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Posted: 7th Jan 2005 01:19
You've got to click the 'Generate' button first

2005 - Year of cartoony red cubes (look! black outline!), for me at least.
Yoshiman1
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Posted: 7th Jan 2005 09:00
I did press it. But I'll try again today.
Yoshiman1
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Posted: 7th Jan 2005 09:24
It did the same thing. It allows me to change the Vert Percentage (not sure if that's Vertex AMOUNT Percentage), but it doesn't show the other numbers or allow me to change the Vert Count. And I DID press Generate.
Yoshiman1
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Posted: 12th Jan 2005 00:26
Anyone know what's going on?
blanky
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Posted: 12th Jan 2005 00:48
Nope. Upload the 3DS file, and one of us will fix it.

2005 - Year of cartoony red cubes (look! black outline!), for me at least.
Ali M Oldboy
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Posted: 12th Jan 2005 01:15
Or an X. file,

People claim an X. file is better

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Yoshiman1
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Posted: 14th Jan 2005 01:33
http://www.geocities.com/jays2s/Level1.zip

Sorry, the 3ds. The x file was too big.
blanky
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Posted: 14th Jan 2005 02:54
One door alone has a face count of 4409



No prizes for guessing where they all are

Loadsa round stuff everywhere with bazillions of vertices are the problem. Generally, 3 vertices = 1 face (assuming a triangle, which DirectX (which DB uses) uses).

Ditto:



Just select each object and apply MultiRes to them individually.

I'd do it myself, but you may be able to change some things, whereas all I can do with MeshSmooth alone is make stuff less round.

(Got the piccys of where all the vertices are by applying the MultiRes modifier, pressed Generate, clicked the little plus sign next to the light bulb & 'MeshSmooth', and clicked Vertex. It hilights all the little buggers in blue.)

2005 - Year of cartoony red cubes (look! black outline!), for me at least.
Yoshiman1
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Posted: 14th Jan 2005 04:01
4409 FACES ADSDFAHHDASRGFZTRCRAP.

Well that explains it. I basically took models from 3d Cafe and imported them in, then copied them.

I think it'll be a better idea to just do it all over again, but not with these models.

Anyone know where I can get low poly count models?

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