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Post by Maindric Games © on Sept 22, 2007 8:45:51 GMT -5
Ok, I have not used RPGM2 for a while, but I believe I know why there is such a crappy limit to block you can use. I will post my theory here:
First of all, I will be using the terms Faces and Polly's a decent amount interchagably, that is just how many faces/Polly's a 3-d model has.
Ok, My theory is that each and every block in RPGM2 (Cube, not the irregular shaped ones, but this also explains them a little.) has 6 sides right? That automatically makes them have 6 Polly's, however, I believe they triangulated them, making a slash in each face, making it 12 Polly's, doubling that amount.
Ok, now with that, do the math, with 200 cubes, that makes 2400 faces, which is quite a hefty number for one model, that number can make a decent looking human. However, why the limit for how many blocks you can have on a map is for that smiler reason, but also to help render the Polly's from the NPC's, Party, and everything, if there was no limit, it would start to be a lag in the game from everything on the map at once.
Also, I believe, but not as sure, that the blocks also are double sided, making the 2400 Polly number up there, 4800. What double sided means is when the faces are drawn, they draw another one exactly the same facing the opposite direction.
The reason why I say what I say, is when I was messing around in Dark Basic, I made a cube in it, to find how many Polly's it had, it had 24, which is huge for a cube. I looked up reasons for it, and found out it is common for programs to have pre made basic graphics, such as a cube, have being triangulated, and double faced.
That is why I think that, comments appreciated. Oh, and I did not know where to post RPGM2 theories, so I posted it here....
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Post by The Final Rune on Sept 22, 2007 9:37:01 GMT -5
[white]The only other place where I could see a topic like this going would be Domain Chatter, but that's not usually about RPGM2 stuff.
Anyway, interesting theory. The idea of the cubes being double sided make sense (to my limited understanding of polygons in applications) seeing as how the blocks are designed to have two textures applied simultaneously. Given the various shapes of the blocks, I could see how a cube could have 24 polys, however, I don't see the point of your post. What difference does the amount of polys have on making a game?[/white]
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Post by Deleted on Sept 22, 2007 23:24:25 GMT -5
Also, the blocks in RPGM2 can have one pattern plus an overlaying pattern. Remember holding L2 or something like that? I dunno, it's been a while since I've touched that part of RPGM2.
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Post by Maindric Games © on Sept 23, 2007 21:18:13 GMT -5
[white]cubes being double sided make sense (to my limited understanding of polygons in applications) seeing as how the blocks are designed to have two textures applied simultaneously.[/white] That just needs texture overlay. What I mean about "Duplicate Faces" literally. Ok, what it basically is, think of a piece of paper. Ok, now imagine it flat, and say it is a polly, (That is called a plane, with a flat square with no depth.) now, look at the back, you see something, that is double faced. You see right through it if it is single faced, hence doubling the faces to be loaded. [white]What difference does the amount of polys have on making a game?[/white] If you have to many pollys being loaded onto the screen at once, it slows the response time in a video card, that is the number one reason why you do not see game played in cinimatic graphics. That graphics card cannot load that much graphics at once, and repeatedly refresh the screen at the once. Also, the blocks in RPGM2 can have one pattern plus an overlaying pattern. Remember holding L2 or something like that? I dunno, it's been a while since I've touched that part of RPGM2. Yeah, layering the texture, making it load slower. The limit is mainly there just to keep the game running fast and smoothly with out much lag.
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Post by Dungeon Warden on Sept 24, 2007 9:17:53 GMT -5
Using your first example, that would suggest that transparency is created by removing one of the faces. I wonder if making any unseen faces transparent would help reduce response time.
If Layering textures also slows the response time, it would be best to not use many textures in VFX heavy scenes.
I could see how this could be useful for people who want to speed up those areas of the game where lots of visual elements are happening at once.
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Post by The Final Rune on Sept 24, 2007 12:15:28 GMT -5
Using your first example, that would suggest that transparency is created by removing one of the faces. I wonder if making any unseen faces transparent would help reduce response time. [white]On that note, I've noticed that all the default building and dungeon editor models use transparent textures on any unseen side of the blocks.[/white]
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Post by Maindric Games © on Sept 24, 2007 15:27:20 GMT -5
I always wondered why they did that untill I messed around with real 3-D modeling, and that might speed up the maps.
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Post by theamazingbrain on Sept 29, 2007 13:03:02 GMT -5
Didn't ever know if only using 1 side of each block in a dungeon would lighten the load of the processor but I liked the way it looks regardless. I use an entirely black background and create each room using a single graphic on each block while making all other sides transparent. Would be a major plus if the workload of the processor were lifted using a method like this.
Thanks for the info Maindric!
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