Aces High Bulletin Board

General Forums => Terrain Editor => Topic started by: croduh on March 18, 2007, 12:09:55 PM

Title: Tile problem
Post by: croduh on March 18, 2007, 12:09:55 PM
I have made these river tiles, filled them with the same trees i used for terrain cells, but when i get closer to these trees on river tile my fps drops to 1 or 2.
Those trees on river tiles are visible miles away using zoom, but the same trees  on ground tiles are not( they act normally).

(http://img124.imageshack.us/img124/4794/tileprobak3.jpg)

Anyone had this problem?

Croduh
Title: Tile problem
Post by: Denholm on March 19, 2007, 09:48:18 AM
I have no idea how to fix the problem, yet I'd like to say that's one awesome river!
Title: Tile problem
Post by: Yoshimbo on March 19, 2007, 09:53:05 AM
just wondering if the water act like water on it? could we take a pt boat on it?
Title: Tile problem
Post by: croduh on March 19, 2007, 12:50:52 PM
Water is acting like water, haven't gone with a pt on it though, but it probably works.
Title: Tile problem
Post by: Yoshimbo on March 19, 2007, 02:50:30 PM
swate!
Title: Tile problem
Post by: croduh on March 29, 2007, 03:10:10 PM
Come on someone must know something about this;)
Please?
Title: Tile problem
Post by: detch01 on March 29, 2007, 03:25:38 PM
If you're fps drops badly you are drawing too many vertices is my guess. Build your 3D models with a step down level of detail assigned to visual ranges to limit the number of vertices being drawn. Limit the high detail LOD to very close visual ranges.



Cheers,
asw
Title: Tile problem
Post by: Xjazz on March 30, 2007, 01:25:40 AM
Two useful links about lod principle:

http://www.ai-aardvark.com/modeling/LOD_101/aia_LOD.html

http://home.sprynet.com/%7Edrawlins/AI_aircraft/AI_aircraft.html
Title: Tile problem
Post by: croduh on March 30, 2007, 06:07:37 AM
...

No that is not what is the problem.I have no problem with lods at all.
You can see on that pic that the trees on the river tile are being drawn from much far away than the trees on "regular" ground tiles.And trees are all the same.
Title: Tile problem
Post by: Xjazz on March 30, 2007, 06:32:54 AM
I never didn't build any tile, so from top of my head...

Sounds like all tree objects in tile has now a common center (tiles center) and so on the  maxdist  is measured from that point. I.E. all objects are draw at once, when within given maxdist range.
Title: Tile problem
Post by: NUTTZ on March 30, 2007, 08:39:15 PM
I'm not Fully "UP" on the new TE.... let me get this right, Some trees you hand placed while STILL using the tree "clutter" on the tile?

If so, then yes your frame rates will drop....
The trees hand placed, when i say hand placed I mean your making an object in a 3d program and saving 1 or a cluster of trees as an object then placing that object on the tile AND using the trees as clutter.

Always has with me...
If I am completely not understanding this.. I would back track and place a default tile using the Objects of trees you created and see if you still get a frame rate hit.

Then try what you have with NO default clutter.

If memory is right you can't use trees as a clutter on water, plus you don't have a choice where they are placed.

NUTTZ

Quote
Originally posted by duh
...

No that is not what is the problem.I have no problem with lods at all.
You can see on that pic that the trees on the river tile are being drawn from much far away than the trees on "regular" ground tiles.And trees are all the same.
Title: Tile problem
Post by: kanttori on April 16, 2007, 05:06:29 PM
We had that same problem with the Karelia terrain with our custom coastline tiles and trees there. I don't know what is the reason for that... there were actually the same trees on basic terrain tiles and on custom tiles.