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problems with models in iris http://iris2.de/forum/viewtopic.php?f=17&t=1170 |
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Author: | ghoulsblade [ Fri Feb 22, 2008 8:35 am ] |
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hi there ! thanks for working on models =) i'm not quite sure, but we recently fixed a bug in the geometry batching that might cause this, but there's no win binary with the fix in it i think. @sience, could you compile a new binary please ? maybe that fixes the problem. |
Author: | SiENcE [ Fri Feb 22, 2008 4:35 pm ] |
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Sorry but i'm a bit busy this week .I'm searching a new flat. I'm building a new unstable executable for you now and i hope this fixes the missing faces. The signs in picture 1 and 2 are fallback billboards of the art.mul file. Normally, they are enabled for all dynamics that don't have a *.mesh. You can disable them, the same way we disabled fallback billboards for statics. |
Author: | Willian_III [ Fri Feb 22, 2008 4:52 pm ] |
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thanks but what i meant about the signs is that when i put both *.mesh files in the folder the meshes seen to interfere with each other (in the picture with both models only 2 faces of the upper one appear) the models shouldn't look the same? they are the same, i did just rotate one of them 90° |
Author: | SiENcE [ Sat Feb 23, 2008 10:37 am ] |
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Ah ok. Yes this is a bug in Iris / or Ogre. We are still searching this Bug. This Bug only appears with new Model meshes. Currently we don't know why but it's an Fastbatch problem. If you disable the new Fastbatch rendering, you don't have this problems (see config.lua please). |
Author: | Willian_III [ Sat Feb 23, 2008 5:09 pm ] |
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thanks =DD it worked |
Author: | ghoulsblade [ Sat Feb 23, 2008 5:20 pm ] |
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cool =D |
Author: | Willian_III [ Sat Feb 23, 2008 7:26 pm ] |
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so.. can i keep doing stuff? you want it? how do i send you? i'm using a big 512x512 png file with all my textures.. any problem? =P |
Author: | ghoulsblade [ Sun Feb 24, 2008 2:40 am ] |
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sure, we really need models and appreciate your help greatly =) to send models to us, please use this form : http://ghoulsblade.schattenkind.net/iris/upload.php (also linked at the bottom of the http://iris2.de mainpage, as "contribution upload") |
Author: | SiENcE [ Sun Feb 24, 2008 11:37 am ] |
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hi, very nice work so far . I'm a bit busy this weekend because i'm in berlin. But i'm watching this thread carefully. I wrote down some notes about facecount aso.: http://www.iris2.de/index.php/Art#Statics 400 Faces should be ok for the skulls. A high Polycount doesn't slow down the fps that much. More carefully you have to look at the textures. Currently we are using a small tool, to create a Texture Atlas (models/atlas) out of our small Textures in our models/texture folder. It is useful to put as many textures you can get, into one big texture 512x512 or 1024x1024. |
Author: | hagish [ Sun Feb 24, 2008 12:15 pm ] |
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yes, looks great |
Author: | Gor [ Sun Feb 24, 2008 1:17 pm ] |
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faces = triangles ? |
Author: | hagish [ Sun Feb 24, 2008 4:32 pm ] |
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in general yes, sometimes a face could consists of 4 points, but i think we use triangles not quads most time (but i never checked the format the ogre exporter generates) |
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