Long exporting

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Re: Long exporting

Postby Grogyan » Mon Jan 26, 2009 9:57 pm

Hell yes,
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Re: Long exporting

Postby Chacal » Mon Jan 26, 2009 11:11 pm

Grog seems to agree strongly.
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Re: Long exporting

Postby Grogyan » Tue Jan 27, 2009 1:17 am

Yeah, same problem I saw last time, those windows just have too many vertices for a game, and need to be made into a texture instead of a solid mesh.
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Re: Long exporting

Postby GPNMilano » Tue Jan 27, 2009 1:51 am

Grogyan wrote:Yeah, same problem I saw last time, those windows just have too many vertices for a game, and need to be made into a texture instead of a solid mesh.


I was thinking the same thing. either that or remove the amount of faces along the bottoms and sides of each of the window walls.

What he could do is redo the walls, so that they have the same design but less faces, along the floor area, and then the top part of the wall near the ceiling can be a texture rather than a mesh, this would reduce both the amount of vertices, but keep a more detailed look closer to where the avatar will be.
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Re: Long exporting

Postby Grogyan » Tue Jan 27, 2009 2:00 am

Far easier and better is to open the mesh, in a new Blend file (append), and use Blender to take a snapshot of the mesh.

Reduce the current meshes in the Age for the windows to utilize up to just half the vertices or less, and map the image which will have an alpha channel onto te new mesh, giving the appearance that it has many faces.

This technique is in many games especially First Person Shooters, where performance is paramount, but visual detail is also important.


I'm still concerned that even so, the number of lights may be still some delays in the prp processing
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Re: Long exporting

Postby GPNMilano » Tue Jan 27, 2009 2:05 am

Grogyan wrote:I'm still concerned that even so, the number of lights may be still some delays in the prp processing


Nah, i showed Justin a trick so that pyprp ignores all those lamps upon export. It doesn't even process their information.
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