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  1. #1

    Default sprites

    Hello,
    Is there any way to enable sprites (in FOE 1.3)? It would help my computer a lot.
    Also, the riders in my Carhaginian Cavalry units are sometimes obese.
    cheers

  2. #2

    Default Re: sprites

    As much as I know they are already enabled. If you're having trouble with lagging, you might want to turn down the graphic settings.
    In the grafic options, no-antialiasing, no-shadows, no-glossfiles, little vegetation, little grass.
    That does the trick for my old pc.
    If you notice improvements and still want to get a good look at foe units, bump up the resolution, it's worth it.


    xhaxhi Skenderbeu

  3. #3

    Default Re: sprites

    I don't think there are sprites, and I have everything turned right down.

  4. #4
    Finn's Avatar Total Realism
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    Default Re: sprites

    There's definitely sprites for every unit in FOE.....I know cause I was one of the guys who had to hunt down and find the units that were missing them......


  5. #5

    Default Re: sprites

    Ok then, well I never noticed the same sprite to model cut that I did in RTW. Still, how do I explain why the mod performs so much worse than the vanilla game, even when I have everthing turned right down? And has anyone else noticed the fat cavalry?

  6. #6
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    Default Re: sprites

    As Finn says, most of the units in FOE have sprites and they will kick in automatically if you use any Unit Detail setting other than Highest. As for your "fat cavalry" issue, are you sure that you are using the correct screen resolution for the game with your PC? That can make a big difference.

  7. #7
    Caligula Caesar's Avatar Horse Lord
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    Default Re: sprites

    I hadn't noticed any obese cavalrymen, either...

    But about the low frame rate, it is mainly because the distance at which the sprites kick in has apparently been increased from 60 to 100 metres. Unfortunately, I have no clue how to change this... (I have to run on low unit detail, though strangely I can run on high on everything else except anti-aliasing).
    RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod

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  8. #8
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    Default Re: sprites

    Adjusting the distance that the sprites kicks in is quite straight forward, if you look at the example below:

    Code:
    type				fac_keltoi_ambacti
    skeleton			fs_fast_javelinman, fs_s1_slow_barbswordsman
    indiv_range			40
    texture				gauls, FOE/data/vii/models_unit/textures/keltoi_ambacti.tga
    texture				slave, FOE/data/vii/models_unit/textures/keltoi_ambacti.tga
    model_flexi					FOE/data/vii/models_unit/keltoi_ambacti_high.cas, max
    model_sprite		gauls, 100.0, FOE/data/VII/sprites/slave_fac_keltoi_ambacti_sprite.spr
    model_sprite		slave, 100.0, FOE/data/VII/sprites/slave_fac_keltoi_ambacti_sprite.spr
    model_tri			400, 0.5f, 0.5f, 0.5f
    The distance is controlled by the number following the faction in the model_sprite line. Most of RTR's units are set at 100, and this is something that we have inherited. If it was established that 60 made a significant difference then I am sure that we could effect a change.

  9. #9
    Caligula Caesar's Avatar Horse Lord
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    Default Re: sprites

    Well, that's just Aqd's theory. It does appear to be the units, though, since it only runs fine when I downgrade those (RS 1.6 runs fine, and their terrain is pretty amazing).
    RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod

    "History has only one concern and aim, and that is the useful; which again has one single source, and that is truth." -Lucian of Samosata

    Fortuna Orbis Beta is released!

  10. #10
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    Default Re: sprites

    I don't follow matey. What is AQD's theory and how does it apply here?

  11. #11
    Caligula Caesar's Avatar Horse Lord
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    Default Re: sprites

    Quote Originally Posted by Aqd in the Bugs thread
    I think I have found the reason for the unusual slowness in FOE: the distance to render sprites is set to 100, instead of 60 as in RTR and most mods.

    With 100 you can move the camera high enough...
    RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod

    "History has only one concern and aim, and that is the useful; which again has one single source, and that is truth." -Lucian of Samosata

    Fortuna Orbis Beta is released!

  12. #12
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    Default Re: sprites

    Ah, ok, thanks. I think that the only way of establishing the effect of 60 over 100 would be to try duplicate versions of the DMB, one with the sprites set at 60 and the other at 100. Then run the same full-stack custom battle with both, and observe any fps differences with FRAPS.

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