Author Topic: Fixed collision meshes  (Read 3852 times)

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Offline Gravoth_iii

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Re: Fixed collision meshes
« Reply #30 on: August 07, 2012, 02:09:50 pm »
0
This is awesome, could you try to fix some buildings, too? Some of the corners stretch out really far on the desert themed houses, like i try to throw something but it gets stuck in the air like 30cm from the actual corner :/
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Offline DaveUKR

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Re: Fixed collision meshes
« Reply #31 on: August 07, 2012, 02:10:56 pm »
+1
So that part of my post was wrong, now answer the rest of it instead of ignoring it?
How much testing did you do?

If you think that this will kill low-end CPU machines - go and check it by yourself. I don't have old CPU to test it. About foliage. It got removed only in the Pine to have less faces since nobody shoots through it (too high and you can't see through it)

I'm talking about collision meshes. The server doesn't need to render the normal meshes, only calculate collisions. Thus, keeping the collision meshes as low as possible is important. If some native tree collision meshes are bad for performance, it shouldn't be used as an excuse.

Oh God, I'm talking about it too, I'm not that stupid. Those faces are from collision meshes ofc!

Offline Meow

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Re: Fixed collision meshes
« Reply #32 on: August 07, 2012, 03:08:20 pm »
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Well, sure can't be added without proper testing on a dedicated server.

Can't tell if performance changed with the new dedicated server software but that's not available to anyone at the moment anyway.
You can go ahead and ask a clan to use those on their training server or something then get people on it to test if the performance changes.
As in ask the server op if the cpu load is different from when the native collision objects were used with the same amount of players.
Try this on tree heavy maps.

Offline DaveUKR

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Re: Fixed collision meshes
« Reply #33 on: August 07, 2012, 03:19:36 pm »
+1
Well, sure can't be added without proper testing on a dedicated server.

Can't tell if performance changed with the new dedicated server software but that's not available to anyone at the moment anyway.
You can go ahead and ask a clan to use those on their training server or something then get people on it to test if the performance changes.
As in ask the server op if the cpu load is different from when the native collision objects were used with the same amount of players.
Try this on tree heavy maps.

why should I do this? Those trees are the same as others, they don't use more faces than other trees, they use more than their previous collision mesh (which was fucked up).  :rolleyes:

Offline Meow

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Re: Fixed collision meshes
« Reply #34 on: August 07, 2012, 03:22:17 pm »
-1
K, then I'm out of this thread.

Laters.

Offline DaveUKR

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Re: Fixed collision meshes
« Reply #35 on: August 07, 2012, 03:26:32 pm »
+1
K, then I'm out of this thread.

Laters.

Alright, I'll optimize them so you won't have any excuse not to add them.

Offline Ozin

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Re: Fixed collision meshes
« Reply #36 on: August 07, 2012, 03:34:02 pm »
+1
Don't misunderstand us Dave, I'd like to add them. Just thought it would be nice to optimize them while you're at it. And sorry about being mistaken about the other trees, I'm using my phone so I couldn't check the brfs.

The new portcullis should be fun  :D

Offline DaveUKR

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Re: Fixed collision meshes
« Reply #37 on: August 07, 2012, 03:51:32 pm »
+1
Don't misunderstand us Dave, I'd like to add them. Just thought it would be nice to optimize them while you're at it. And sorry about being mistaken about the other trees, I'm using my phone so I couldn't check the brfs.

The new portcullis should be fun  :D

No problem, I'll try my best.

Do you want me to do collision meshes for foliants? I think nobody shoots that high and arrows sticking in leaves would look stupid.

Is this okay for you? 78 faces -> 44 faces
(click to show/hide)

Offline Ozin

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Re: Fixed collision meshes
« Reply #38 on: August 07, 2012, 03:54:24 pm »
0
Yeah, that looks a lot more reasonable.

Offline DaveUKR

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Re: Fixed collision meshes
« Reply #39 on: August 07, 2012, 04:13:11 pm »
+1
Yeah, that looks a lot more reasonable.

alright, i'll optimize it as well as I can. Will try it to make so it won't affect on the accuracy of these collision meshes.

Offline DaveUKR

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Re: Fixed collision meshes
« Reply #40 on: August 07, 2012, 11:42:09 pm »
+5
Name:
Original
Edited
Optimized
bo_snowy_pine_2
22
24
24
bo_portcullis_a
8
154
153
bo_tree_e_1
10
60
10
bo_tree_e_2
13
70
12
bo_tree_e_3
10
70
19
bo_palm_a
28
78
44
bo_tree_a1
34
23
23




bo_snowy_pine_2
(click to show/hide)

bo_tree_e_1
(click to show/hide)

bo_tree_e_2
(click to show/hide)

bo_tree_e_3
(click to show/hide)

bo_palm_a
(click to show/hide)



http://www.filedropper.com/treesdoor
« Last Edit: August 07, 2012, 11:49:35 pm by DaveUKR »

Offline Bjord

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Re: Fixed collision meshes
« Reply #41 on: August 07, 2012, 11:43:00 pm »
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Nice, Dave. :)
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Offline zagibu

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Re: Fixed collision meshes
« Reply #42 on: August 08, 2012, 10:19:08 pm »
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I don't think the polycounts of the collision meshes matter that much, because if the game developer was not a complete retard, he will first check regular AABB overlap before the detailed collision mesh is even used.

A test should be quite easy though, just make a large map, fill it with thousands of trees of the old sort and one with thousands of trees of the new sort, comparek FPS on an old machine.
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Offline Everkistus

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Re: Fixed collision meshes
« Reply #43 on: August 09, 2012, 08:35:22 am »
+2
Very nice work Dave. If this gets in the whole cRPG community can thank you for making the mod a bit better.

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Re: Fixed collision meshes
« Reply #44 on: August 09, 2012, 03:00:56 pm »
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Really great job! Now this is a useful member of our cominity!