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City Hak optimisation


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31 réponses à ce sujet

#26
Tchos

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They're using whatever range PJ's cornucopia uses, but the 2DA range doesn't matter if you're using MDB files with the same file names.  No matter what 2DA range you choose, it picks up the MDB from its file name.  I'm not changing any file names, so as long as you didn't change them, you should be fine.

 

Besides, I wasn't planning on including a 2DA with these versions.  They'll work as replacements for whatever you're using.



#27
rjshae

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It's 4000-4369, the same as in PJ's Cornucopia.

 

Oops, Tchos beat me to it.



#28
Tchos

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Bob, I'm preparing to upload a package of my modifications to the Vault, since I don't want to serve them solely through my Dropbox account.  I thought to ask if you would want to combine our efforts into a single package, though our approaches are very different.  Yours are done with an eye for accuracy, doing them the right way, while mine are very rough and done with a heavy emphasis toward a quick performance increase at the expense of some noticeable flaws and pop-ins (when viewed from a far distance), which I consider acceptable in this instance for want of anything better, but on which you may not want to have your name.



#29
Tchos

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The pack of what I've done:

http://neverwinterva...isation-project


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#30
rjshae

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Bob, I'm preparing to upload a package of my modifications to the Vault, since I don't want to serve them solely through my Dropbox account.  I thought to ask if you would want to combine our efforts into a single package, though our approaches are very different.  Yours are done with an eye for accuracy, doing them the right way, while mine are very rough and done with a heavy emphasis toward a quick performance increase at the expense of some noticeable flaws and pop-ins (when viewed from a far distance), which I consider acceptable in this instance for want of anything better, but on which you may not want to have your name.

 

Sure, be my guest. I might do more later, which you could merge in with updates if you wanted.



#31
rjshae

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Something I've noticed about these models is that the collision mesh 2 parts are identical to the collision mesh 3 parts. Normally the collision mesh 2 has much fewer faces, thereby making initial detection less computationally expensive. I'd imagine this would have a performance impact in areas with a lot of models and moving creatures.

 

The other aspect I noticed is that the specularity is set to zero on every part I've examined. Only a few of the normal maps have any transparency set, so presumably models that use those would have a specularity value set?



#32
Tchos

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Correct, the two LODs are identical to each other.  This was done for no other reason than to get a rough approximation done quickly, since as you see the meshes themselves are only adjusted to be roughly equivalent in shape to the main meshes.  I wouldn't bother making reduced face versions of such rough approximations, personally.  Better to spend that time on properly-made LODs.  As it is, though, it still provides a performance increase over not having any.

 

The specularity is likely zero because the imported resets the values to zero every time they're loaded.  Thus I have no way of knowing what the original values for the parts were.  With the variety of Oblivion textures used in the City hak, any normal maps that have a white alpha channel would produce an unnaturally shiny and smooth surface on any houses that have specularity at any positive value, so it may be safer to keep them at zero.  If they're black instead of white, or better yet have alpha channels with good greyscale content, then I would set them to 100% specularity and let the alpha channels control the amount.