User Tools

Site Tools


arma:modeling:section_fixing

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
arma:modeling:section_fixing [2010-07-12 07:12]
snakeman changed new bis forum link.
arma:modeling:section_fixing [2017-10-06 19:09] (current)
snakeman http to https switch.
Line 9: Line 9:
 This is our starting situation. Note number of sections in status bar on top of O2. This is way too much for such middle LOD and as such, in game performance more than halves when there are full squads worth of soldiers with RK95 onscreen compared to if they were equipped with BIS' M4's. This is our starting situation. Note number of sections in status bar on top of O2. This is way too much for such middle LOD and as such, in game performance more than halves when there are full squads worth of soldiers with RK95 onscreen compared to if they were equipped with BIS' M4's.
  
-{{ http://tactical.nekromantix.com/images/wiki/​SectionFixing-01.jpg }}+{{ https://pmc.editing.wiki/​images/​SectionFixing-01.jpg }}
  
 Now, to fix that we first select all faces that are supposed to be in same section and hit "​E"​ key to get to face properties dialog. Note that "User value" field is empty instead of having number there, it means faces in selection have different values in there, which causes them to be split into separate sections. We type there "​0"​ and hit Apply. Now, to fix that we first select all faces that are supposed to be in same section and hit "​E"​ key to get to face properties dialog. Note that "User value" field is empty instead of having number there, it means faces in selection have different values in there, which causes them to be split into separate sections. We type there "​0"​ and hit Apply.
  
-{{ http://tactical.nekromantix.com/images/wiki/​SectionFixing-02.jpg }}+{{ https://pmc.editing.wiki/​images/​SectionFixing-02.jpg }}
  
 We do same thing for textures and material fields in they contain "​..."​ and make sure that Lighting & Z-bias also have identical values. We do same thing for textures and material fields in they contain "​..."​ and make sure that Lighting & Z-bias also have identical values.
  
-{{ http://tactical.nekromantix.com/images/wiki/​SectionFixing-03.jpg }}+{{ https://pmc.editing.wiki/​images/​SectionFixing-03.jpg }}
  
 Now we can see that amount of sections has dropped to 3, but model still contains 1 section for muzzle flash and 2 sections for weapon. It is a lot better, but we want to still get it down to just 2, muzzle flash and weapon. Now we can see that amount of sections has dropped to 3, but model still contains 1 section for muzzle flash and 2 sections for weapon. It is a lot better, but we want to still get it down to just 2, muzzle flash and weapon.
Line 23: Line 23:
 Next step is going to "​Face"​ menu and selecting "​Sort"​ Next step is going to "​Face"​ menu and selecting "​Sort"​
  
-{{ http://tactical.nekromantix.com/images/wiki/​SectionFixing-04.jpg }}+{{ https://pmc.editing.wiki/​images/​SectionFixing-04.jpg }}
  
 Often after this operation number of sections displayed doesn'​t want to update right away, so we go into another LOD and then come back to editing same LOD. After this small detour however finally our model is where we want it to be - one section for muzzle flash and one for whole weapon LOD and now ArmA engine can render whole weapon using single Direct3D call which makes modern GPUs very happy. Often after this operation number of sections displayed doesn'​t want to update right away, so we go into another LOD and then come back to editing same LOD. After this small detour however finally our model is where we want it to be - one section for muzzle flash and one for whole weapon LOD and now ArmA engine can render whole weapon using single Direct3D call which makes modern GPUs very happy.
  
-{{ http://tactical.nekromantix.com/images/wiki/​SectionFixing-05.jpg }}+{{ https://pmc.editing.wiki/​images/​SectionFixing-05.jpg }}
  
 Less sections is always faster. You should merge your small textures into one bigger texture, and smallest LOD should **never** have more than 1 section (with some special textures like muzzle flashes being exception, as most of time they are not rendered). Less sections is always faster. You should merge your small textures into one bigger texture, and smallest LOD should **never** have more than 1 section (with some special textures like muzzle flashes being exception, as most of time they are not rendered).
Line 33: Line 33:
 Technical reason for this is that one section can be rendered using single Direct3D call so there are less usermode<​->​driver context switches and more work can be offloaded to hardware instead of doing it on CPU. Technical reason for this is that one section can be rendered using single Direct3D call so there are less usermode<​->​driver context switches and more work can be offloaded to hardware instead of doing it on CPU.
  
-{{ http://tactical.nekromantix.com/images/wiki/​patsitvx3.jpg }}+{{ https://pmc.editing.wiki/​images/​patsitvx3.jpg }}
  
 **Panda[PL]** said:\\ **Panda[PL]** said:\\
Line 46: Line 46:
 ====== Notes ====== ====== Notes ======
  
-Posted with feersum.endjinn'​s permissions from [[http://​forums.bistudio.com/​showthread.php?​t=65537|BIS forum]] +This tutorial is for **section** fixing, but its closely related to [[arma:​texturing:​merging_textures|arma merging textures]].
- +
-This tutorial is for **section** fixing, but its closely related to [[arma:​texturing:​merging_textures|merging textures]].+
arma/modeling/section_fixing.1278918722.txt.gz · Last modified: 2010-07-12 07:12 by snakeman