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Thread: Creating a World - Unit Sprite Generating

  1. #21
    Gigantus's Avatar I am thinking more about running away now then I did as a kid, but by the time I put my teeth in, my glasses on and find my car keys I forget why I am going.
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    Default Re: Creating a World - Unit Sprite Generating

    Those box brackets indicate that the content of it is a variable - sorry for me assuming that was clear. Line count numbers in front of each line is mandatory, so I didn't include them in my example.

    The DOS window doesn't close automatically after it finishes executing - that enables errors to be displayed. It does say 'press any key' though

    I updated the example to avoid mistakes (still no line numbers but it's mentioned). Thanks for pointing out the issue.




  2. #22
    bitterhowl's Avatar Centenarius
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    Default Re: Creating a World - Unit Sprite Generating

    I saw many times lines like this -
    Code:
    44 unit_models/banzai/hegcataphract.tga.texture 
    44 unit_models/banzai/hegcataphractnorm.texture 0
    for texture part of model, and engine never goes to sprite. Isn't it too much workload for graphics?

    My sister, do you still recall
    The blue Hasan and Khalkhin-Gol?

    Because AI is dumb and full of errors.

  3. #23
    Gigantus's Avatar I am thinking more about running away now then I did as a kid, but by the time I put my teeth in, my glasses on and find my car keys I forget why I am going.
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    Default Re: Creating a World - Unit Sprite Generating

    Your two lines are for regular textures and their normal map texture. As you provide nothing else I am not sure what you exactly you mean I can only assume that the sprite entry in the body texture section is not present? There is no sprite line in the attachment section by default.
    The game will always use sprites according to the numbers in the last MESH line (usually 10000 - not sure what measure that is). It's possible to stop the engine from using sprites completely by manually changing the unit_detail entry in the CFG file - but that's asking for a slide show when zooming out in a battle, never mind low FPS - even if there are low vertice count LOD models they still require a substantial multiple of memory of a simple sprite




  4. #24
    bitterhowl's Avatar Centenarius
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    Default Re: Creating a World - Unit Sprite Generating

    Yes, I mean texture section without sprite line at all, only 0 in the end of norma texturel line. I saw entire submod with such scripture of battlemodel.db and it runs without slideshow on tactical phase. So engine generates sprites itself anyhow?

    My sister, do you still recall
    The blue Hasan and Khalkhin-Gol?

    Because AI is dumb and full of errors.

  5. #25
    Gigantus's Avatar I am thinking more about running away now then I did as a kid, but by the time I put my teeth in, my glasses on and find my car keys I forget why I am going.
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    Default Re: Creating a World - Unit Sprite Generating

    Nope, no funny sprite business that I know of - you may have been lucky to have low vertice count LOD3 models provided by whoever omitted the sprite setting. The reason why players complain about sprites is the abrupt and highly visible change from 3D to 2D. Cutting out the 2D part and providing really low vertice count models is the answer to that.

    I tested the CFG entry (unit_detail = highest) a while back and played a simple battle with two full stacks and the result was tangible - it got progressively worse in a siege battle because of the size of the building texture files and additional 3D models. Doing that with mods that only provide one high vertice count model results in the slide show I mentioned.

    Summary - there was a valid reason for using sprites (and multiple LOD models) given the engine and graphic capabilities 10 years ago. Engine is still the same and graphics are handicapped.




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