About the connection of static objects.
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- LiberumAvis
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About the connection of static objects.
I did some experiments around the joint statics in a single mesh as they have in the CS.
And it works!
[url=http://imgur.com/FriNv][img]http://i.imgur.com/FriNvl.jpg[/img][/url]
Rather dreary and time-consuming task, but still capture of all objects in the scene is automated.
Now I working on a compound rocks in Baal Malure to reduce the number of objects in the scene and make the city possible to generate LOD.
But I also want to note that the city needs a unique meshes. Just look at the area around the arena, consisting of a set of bridges, to understand it.
So I want to offer to work in this direction. I think the Baal Malure and other cities have similar cases, where several statics can be replaced by a single model. In theory, should be enough just me for all the work here.
Propose to use this thread for suggestions for merging objects.
And it works!
[url=http://imgur.com/FriNv][img]http://i.imgur.com/FriNvl.jpg[/img][/url]
Rather dreary and time-consuming task, but still capture of all objects in the scene is automated.
Now I working on a compound rocks in Baal Malure to reduce the number of objects in the scene and make the city possible to generate LOD.
But I also want to note that the city needs a unique meshes. Just look at the area around the arena, consisting of a set of bridges, to understand it.
So I want to offer to work in this direction. I think the Baal Malure and other cities have similar cases, where several statics can be replaced by a single model. In theory, should be enough just me for all the work here.
Propose to use this thread for suggestions for merging objects.
Sorry for my bad english.
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The problem of making unique meshes for one single use is the size of the TR_Data. But I think this will greatly benefit the fps and lod. Try to cut as many polys as you can where rocks are overlapping eachother.
We still have a lot of new stuff to add to the data and it's already pretty big.
We still have a lot of new stuff to add to the data and it's already pretty big.
--Mwgek--
- LiberumAvis
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I understand. But I do not propose to make a unique model anywhere, but only where necessary.Mwgek wrote:The problem of making unique meshes for one single use is the size of the TR_Data.
Even more so NIF files weigh much less than unique textures, for example.
Sorry for my bad english.
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- LiberumAvis
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It almost surprises me there isn't some sort of modding tool/script for this yet.
On that topic, someone with more technical knowledge can probably answer this: I suppose Morrowind's engine is entirely too primitive to have any sort of draw call batching feature?
On that topic, someone with more technical knowledge can probably answer this: I suppose Morrowind's engine is entirely too primitive to have any sort of draw call batching feature?
Last edited by Adanorcil on Wed Nov 07, 2012 6:48 pm, edited 1 time in total.
- LiberumAvis
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Mwgek,
[url=http://imgur.com/WNbne][img]http://i.imgur.com/WNbnel.jpg[/img][/url]
Here these bridges.
Adanorcil
From OpenMW Forum:
[url=http://imgur.com/WNbne][img]http://i.imgur.com/WNbnel.jpg[/img][/url]
Here these bridges.
Adanorcil
From OpenMW Forum:
In Morrowind, I am fairly sure there were some batching, but complex culling algorithm were too much for the CPU I think, and things like PagedGeometry could not be implemented because it require directX 9 I think.
Sorry for my bad english.
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I don't know if this is the right topic for this, and I don't know whether it's a good request to make, but could you look at the parts of the Sacred Lands detailed by Scamp (for example, coc to "Mugan Crypt" and take a walk outside) and see what can be optimized out there without making the place seem less foresty and lush? Change some of the flora_tree_gl's into less-poly versions? I hate to say but this place gives me a lower framerate than Baan Malur and Almalexia...
- LiberumAvis
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Awesome, but need some fixes.Aeven wrote:The Baan Malur arena is awesome! Don't say it isn't!
Aeven wrote: LiberumAvis: if you're doing stuff like this, consider checking out Almas Thirr in Detailing A2. It's a makeshift Velothi city I made. Due to all the pieces being small, it doesn't show up properly with MGE.
I can do it. But it will add new models in the data. Decide whether you need it. I can try to make the models suitable for different places and cases so as not to cram base vain.arvisrend wrote:could you look at the parts of the Sacred Lands detailed by Scamp (for example, coc to "Mugan Crypt" and take a walk outside)
Sorry for my bad english.
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With the amount of times people download these and given how much more we still have to add, you want to avoid file bloat as much as possible. Only large troublesome statics should be combined in this way (eg Baan Malur, Almas Thirr, etc), while other one-time use statics probably aren't worth combining. Ideally you should combine them as much as possible, but it's a lot of work and makes the file size really big really fast.Bero wrote:Why is the size of file so important? Most people I know can download movie within a hour and those are ten times bigger than TR file.
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We're talking about 100 to 200 MB here (and the inclusion of SHotN resources probably will raise it much more significantly than a couple of new trees or combined statics). Compare this to the size of Witcher 2 and other contemporary games, and you'll see there's not much of a space problem. It's another question whether a big BSA makes the game laggy (e.g., if the engine loads everything into RAM? well, hopefully it doesn't), but I don't have any data on that. Does anyone?
- LiberumAvis
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I think its very important question. It occurs - because the archive unpacking during the game. But all part of archive remains in ram or only necessary?arvisrend wrote:It's another question whether a big BSA makes the game laggy (e.g., if the engine loads everything into RAM? well, hopefully it doesn't), but I don't have any data on that. Does anyone?
I'll make some tests tomorrow if I'll not reseive the answer before.
Sorry for my bad english.
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With thanks to peachykeen on #tamriel:
[18:32] peachykeen: only part of the archive (the index) is constantly loaded, but it does have to do some loading and parsing of that and validation
[18:32] peachykeen: giant BSAs will slow down startup, but aren't that bad otherwise
[18:32] arvisrend: ok, i'm going to hope that if it's only the index, it won't be a problem
[18:32] peachykeen: you definitely, absolutely, do not want to clear 4 gigs with one
[18:33] peachykeen: probably not even 2
[18:33] arvisrend: yes i've heard of a size limit
[18:33] PangeanSage: soooo you guys don't mind if I do an exterior and interior showcase all in one?
[18:33] arvisrend: but that can be easily averted with several BSAs
[18:34] peachykeen: i think the file format itself (in that offsets are 32-bit) restricts it to 4 gig
[18:32] peachykeen: only part of the archive (the index) is constantly loaded, but it does have to do some loading and parsing of that and validation
[18:32] peachykeen: giant BSAs will slow down startup, but aren't that bad otherwise
[18:32] arvisrend: ok, i'm going to hope that if it's only the index, it won't be a problem
[18:32] peachykeen: you definitely, absolutely, do not want to clear 4 gigs with one
[18:33] peachykeen: probably not even 2
[18:33] arvisrend: yes i've heard of a size limit
[18:33] PangeanSage: soooo you guys don't mind if I do an exterior and interior showcase all in one?
[18:33] arvisrend: but that can be easily averted with several BSAs
[18:34] peachykeen: i think the file format itself (in that offsets are 32-bit) restricts it to 4 gig
- LiberumAvis
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Oh, that's good. In that case, we can make a list of the required regions to optimization? I can not verify all the regions alone. If there are problems with mge, Distant Lend or performance - please write in the thread, preferably with a list of files bsa and esp required for its region.
Sorry for my bad english.
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Right out of my head, the biggest FPS killers are the above-mentioned foresty part of the Sacred Lands, the town of Akamora (but I fear there is not much to do there), the Lan Orethan jungle (try coc'ing to Dreynim Spa and go into the forest, or better, if you have M3A8 loaded, go to Bosmora, if you want to see it at its worst) and to a much lesser extent the 5-1 claim (Baan Malur).
I'd consider Akamora and the Lan Orethan a relative priority, as these places are going to be stressed in our next releases (SE 1.4 and Almalexia, respectively). But I don't know whether there are an absolute priority, i. e., more important than making new models from scratch.
Thanks a lot for your persistent work on this!!
I'd consider Akamora and the Lan Orethan a relative priority, as these places are going to be stressed in our next releases (SE 1.4 and Almalexia, respectively). But I don't know whether there are an absolute priority, i. e., more important than making new models from scratch.
Thanks a lot for your persistent work on this!!
Model optimization for our next releases is always nice, I hate the laggyness of the Lan Orethan jungle. I have no skills whatsoever regarding models, but I guess a trained eye might catch what's making these areas lag so much.
Is it the morrowind engine? The models? Or a combination of both?
Is it the morrowind engine? The models? Or a combination of both?
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- LiberumAvis
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arvisrend
Thank you. I'll take a look.
And yet - almost all of the cells with more than 1,000 objects are unstable. I've seen lags mainly with scripts, but sometimes there were other bugs like failures in texture, duplication of objects, FPS drop, etc.
Thank you. I'll take a look.
I have not looked, but I'm sure that the one and the other. Morrowind can not to properly distribute the load on the CPU and optimization of working with RAM is poor. This, of course, will be fixed in the OpenMW, but all we can do now - to optimize the meshes.Is it the morrowind engine? The models? Or a combination of both?
And yet - almost all of the cells with more than 1,000 objects are unstable. I've seen lags mainly with scripts, but sometimes there were other bugs like failures in texture, duplication of objects, FPS drop, etc.
Sorry for my bad english.
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- LiberumAvis
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Just a late and somewhat off-the-wall question: Doesn't Morrowind come with DirectX 9.0c?
And LiberumAvis, here is the claim you request;
http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23720
And LiberumAvis, here is the claim you request;
http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23720
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
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- LiberumAvis
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No, Morrowind does not use the DirectX 9.0c. MGE only adds some features possible with DirectX 9.0c or above.Haplo wrote:Just a late and somewhat off-the-wall question: Doesn't Morrowind come with DirectX 9.0c?
And LiberumAvis, here is the claim you request;
http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23720
Thanks for the claim.
Sorry for my bad english.
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