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How much stress do FX put on the game?


Best Answer Titan Cronus, 03 September 2015 - 08:20 AM

I'm going to mark this topic Solved guys, I have answered the initial question satisfactorily and have not wondered massively from the OP. I will open another one to ask all my modelling questions. Again, massive thanks guys, your help is hugely appreciated. :)

 

 

 

Initial question: How much stress do FX put on the game?

 

Answer: Loads. Excessive FX use or excessive FXParticalSystem use in particular causes the game to lag or even potentially crash. Apparently some FX put more stress on the game than the models they are actually attached to do.

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#1 Titan Cronus

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Posted 30 August 2015 - 05:05 PM

Hey guys.

 

I have used a lot of models in my mod that don't have the forged textures so have used FX instead. I'm just wondering how much stress would that put the graphics under when I have loads of grunt units running around each with a FX on (so maybe 100s of FX running at once)?

 

 

Cheers guys.


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#2 Kwen

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Posted 30 August 2015 - 05:19 PM

It would be quite heavy. FX is rendering particles in randomized ways while the old basic forged blades method is simply a 2d plane with a effect applied to the texture. Having an excessive amount of FX visible will likely cause a lot of lag. 

 

But, it's worth a shot to try and see anyway. Let us know how it goes!


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#3 Titan Cronus

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Posted 30 August 2015 - 06:10 PM

Thanks a million for the reply man.

 

I have been using the fxparticlesystem method for ages and I have noticed lag in big 8 player games. I actually had the game crash a few time on my old computer with a "run out of memory" message but I was not sure if it was due to the FXs, the size of the game or the computer itself.

 

 

I did get hold of 3DS Max a few days ago and have been attempting to edit things (with the idea of making forged blades) but I'm having no luck. I have managed to do the actual editing fine but whenever I save a file, it goes wrong. Like, I followed a tutorial for making a shield but after I saved it and reopened it, it asked for a skeleton for the model. I think I must be doing something wrong when saving/exporting. If I open official W3D files and then save them (without editing them at all), they won't work after. So, basically, I can't even make forged blades the proper way.


Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#4 Mathijs

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Posted 30 August 2015 - 07:00 PM

How are you 'saving' them? As .max files, or do you mean you're exporting them in order to save? 


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#5 Titan Cronus

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Posted 30 August 2015 - 07:32 PM

I mean export, sorry.

 

I choose export, then set the file type to W3D and choose a destination. Then I get a window up with loads of options, this is where I think I may be messing things up. What options should I select (I have uploaded a screen capture of the window)?

 


Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#6 Mathijs

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Posted 30 August 2015 - 07:52 PM

Ok, let's see:

 

First of all, you are exporting to Shockwave 3d. That's not the same as what we're talking about. Use the BFME2 W3D exporter (found in the BFME2 Mod SDK) for exporting W3D files. Documentation on what settings to use is in there also. Secondly, only export when you're completely finished with the model. For in-between saving, just save as .max file so you can pick up right where you left off and not have to reapply all texture settings and other things. 


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#7 Titan Cronus

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Posted 30 August 2015 - 09:55 PM

Ok, I have done that. Thanks a million man.

 

Now, how do I attach a forged blade glow thingy to a bone. The tutorials says "Bind the model to the proper Bone. Simply use the WWskin method and bind it.", how do I do that?


Battle of the Pelennor Fields

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http://www.moddb.com...pelennor-fields


#8 Mathijs

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Posted 30 August 2015 - 10:28 PM

http://www.the3rdage...tem-209?addview
http://www.the3rdage...tem-373?addview

 

These tutorials will help.


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#9 Titan Cronus

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Posted 30 August 2015 - 10:41 PM

Thanks a million man. :thumbsuphappy:


Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#10 Mathijs

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Posted 30 August 2015 - 11:02 PM

You're welcome... 

 

Two million times.


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#11 Titan Cronus

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Posted 30 August 2015 - 11:44 PM

Ha ha. :thumbsupcool:   (the reply in Irish would be "A thousand million welcomes." but its a bit of a mouthful.)

 

I have been through them tutorials but they are for RenX. I can get general Idea but I can't get enough information to figure out how to do the same in 3DS Max. I think I might be quicker just asking someone to do some modelling for me instead. It's taking up far too much more time than I can really afford to give to it at the moment.


Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#12 Kwen

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Posted 31 August 2015 - 12:14 AM

It won't be quicker because your requests will very often fall on deaf ears.


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#13 Mathijs

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Posted 31 August 2015 - 12:29 AM

Yep, what Kwen said. Really, all you need to do to apply forged blades is set up 1 max scene with the correct settings and an imported forged blades plane, then keep importing each model (tick the Preserve Binding box), position the plane, and export with correct settings.

 

Once you get the hang of it, you'll be done within 30 minutes.


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#14 Titan Cronus

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Posted 31 August 2015 - 12:50 AM

Ok guys. I'll keep cracking on at it then.

 

What format am I saving it as, W3D Asset? I just want to make sure because if I open a file and then immediately, it still wont show in game.

 

 

 

 

 

 

 

ADDED: Also, what do I do when I get to this window?

 


Edited by Titan Cronus, 31 August 2015 - 12:55 AM.

Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#15 Mathijs

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Posted 31 August 2015 - 12:55 AM

You're exporting it as a Hierarchical Model, into a folder containing the corresponding _skl file, with this _skl selected in the Export Using Existing Skeleton box.


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#16 Titan Cronus

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Posted 31 August 2015 - 12:57 AM

Ok, I'll see if I can make that work. :smilehuh:    (I was editing my post as you were posting  /doh)

 

 

ADDED: I meant exporting. I keep using the wrong word, sorry about that guys.


Edited by Titan Cronus, 31 August 2015 - 12:58 AM.

Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#17 Titan Cronus

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Posted 31 August 2015 - 01:22 AM

Ok guys. Still getting invisible models from just importing and exporting (no editing ATM as I'm still just testing) . I'm not sure what I'm doing wrong but I'm still not getting it. I'll try again tomorrow. : /


Battle of the Pelennor Fields

Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.

 

http://www.moddb.com...pelennor-fields


#18 Mathijs

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Posted 31 August 2015 - 01:54 AM

Are you compiling your asset.dat?


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#19 Kwen

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Posted 31 August 2015 - 02:03 AM

Making an asset.dat


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#20 Valheru

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Posted 31 August 2015 - 02:53 AM

Using particlesys for Forged Blades stresses the game more than what putting it inside a model does. And actually as a general rule of thumb its not an unreasonable statement to say that particle sys lags the game more than models & buff nuggets do. 


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