How many characters a cutscene can show without lags? (Approximately)
#1
Posté 23 janvier 2014 - 01:01
Thanks a lot.
Andy.
#2
Posté 23 janvier 2014 - 02:38
Second, for the distant ones in the background, you can use a trick of applying an animated texture to an object, with the animated texture showing a creature (or group of creatures) cheering. Use this like the "cards" of houses and such that are meant to be used from far away, and at the right angles, it'll allow you to create the illusion of a much larger crowd.
#3
Posté 23 janvier 2014 - 03:33
If you wanted some truly massive army then you're going to need to do something like Tchos wrote.
#4
Posté 23 janvier 2014 - 04:30
Tchos wrote...
I can't answer the main question, but I can tell you a few ways to put less strain on the PC. First, strip them of all of their scripts. If each one has its own scripts firing, it puts a lot more strain on the computer than if you control all of them with a single puppetmaster script.
Second, for the distant ones in the background, you can use a trick of applying an animated texture to an object, with the animated texture showing a creature (or group of creatures) cheering. Use this like the "cards" of houses and such that are meant to be used from far away, and at the right angles, it'll allow you to create the illusion of a much larger crowd.
Having some animated texture cards is a pretty cool idea. I could imagine layering multiple cards for a background street scene showing people walking about; maybe a cart crossing now and then; somebody riding a horse; a woman chucking slop out of a top window...
#5
Posté 23 janvier 2014 - 06:28
Tchos: This... animated texture. I haven't even heard of the term before, lol. How does one do that?
Because I guess I will need both solutions, for some truly massive army. The cheering ones, or worship heartbeating, and the animated texture on the really far ones, to give the scene some depth.
#7
Posté 23 janvier 2014 - 11:22
First, of course, you'll need some animation, which can be frames from a NWN2 animation captured to video and converted to single frames, or something like an animated GIF.
It's a complicated process, I'll say that. But it would work well.
When I referred to a puppetmaster script, I was saying that I'd do it by having a single heartbeat either on the area heartbeat slot, or on an ipoint, which controls the actions of all of the cheering creatures, and they would not have heartbeat scripts in their individual slots.
#8
Posté 23 janvier 2014 - 11:53
Interesting to see how many npcs people have been able to get into city environments. Well above my estimates. Perhaps I can afford to be more generous. Does area size need to be smaller if the npc population is more dense?
#9
Posté 24 janvier 2014 - 12:25
My understanding is area size doesn't directly affect things. It's more about when npcs go into perception range, causing the OnPerception to fire. Of course combat is also ai heavy, but that's not a question here. My commoner ai generics has most everything stripped out, the npc plays the animation and that's about it unless it's in combat. The demo module included with the commoner ai makes it easy enough to test whatever population you'd like. One issue in densely populated areas is "click to move" becomes a problem when the area is dense with npcs (especially if they are moving around), as you are likely to click on an npc and then go try to talk to them because you clicked them.MERP UK wrote...
Does area size need to be smaller if the npc population is more dense?
You can play Crimmor and simplly walk around the city after leaving the intro area if you want to get a feel for it. I don't think I got any complaints about the city being too sparsely populated.
PainOfDungeonEternal (wherever he went) has AI that handles 100 a side combat without issue, special abilities and all. While I have a copy of that, I was unsure on the implementation.
#10
Posté 24 janvier 2014 - 02:14
MEPP, I don't think the area size/population are related. 500 NPCs, will be 500 NPCs on a 16x-16x and on a 32x-32x. Talking about a cutsene here with panoramic views and what not. On real gameplay, I think it does play a role,since on a 32x-32x you cannot even see the far ones.
Of course, a 32x-32x is lagging on it's own, doesn't need NPCs to do that
#11
Posté 24 janvier 2014 - 10:25
Of course. It can even make each creature do something randomly different if you want, and with a loop using DelayCommand measured in fractions of a second, you can spread out the orders between the different creatures so that they're not all acting in unison.andysks wrote...
This puppetmaster heartbeat, or any heartbeat, can fire different stuff on every hb right? I can make them cheer, then relax, then worship or whatever?
#12
Posté 24 janvier 2014 - 01:51
#13
Posté 24 janvier 2014 - 05:34
#14
Posté 24 janvier 2014 - 07:35





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