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Cooleloy

Member Since 19 Apr 2005
Offline Last Active Mar 23 2010 03:20 PM

Posts I've Made

In Topic: Automatic Terrain Texturing

02 April 2009 - 05:20 PM

I have also never seen this before with real texture splattering. Is this even possible? It sounds great!

In Topic: Improving Speed D3d

28 January 2009 - 02:11 PM

Hello, thanks for all the comments... i have tryed allot, and i came up with a projection_ext and fog, because my room is 4000x4000 so the long flat grass whas the problem together with the huge skybox (i think).
I will post a screenshot so you can see what i mean with some models. This is my MORPG project:

Posted Image

Eloy

In Topic: Improving Speed D3d

26 January 2009 - 10:36 AM

1) Hiding stuff

remove the step event from all your static objects


add an alarm, say 0

on create
alarm[0] = 1;

on alarm 0 event
alarm[0] = room_speed/8 + random(5)
if(distance_to_object(obj_char) > global.view)
{
visible = false
}
else
{
visible = true
}


2) precreate your model

in you controller create

global.models[7] = d3d_model_create()
d3d_model_block(global.models[7],-20,-5,0,20,5,20,1,1)
global.tex[7] = sprite/background_get_texture(...)

in you object draw
d3d_model_draw(global.models[7], x, y, z, global.tex[7])


3) check your models.
Maybe they are simply too large/complex to draw many or they are of the wrong triangle type...

Open them up in GMModelFix and resave them (keep originals of course)... It will save them in gm format while converting them to the faster model type (assuming your models are triangle type models and not gm box/elipsoid/cone models)

GMModel fix is in my tools link in my sig.



I dont see the code where the model is loaded?! i only see global.models[7] = d3d_model_create()
and what is the diffrence between every step check or a alarm check? (and why: room_speed/8 + random(5)) why this will improve? i have tested. even with FOG on, the lag is the same!
And about my models. i only have 1 simple model and that is a sword maked with a gamemaker modelling program. I don't think that is the problem.

In Topic: Improving Speed D3d

26 January 2009 - 10:16 AM

Remove smaller objects when they're far away.


i already use:
if(distance_to_object(obj_char) > global.view)
{
visible = false
}
else
{
visible = true
}

this is the same right?

In Topic: Creating Stringed Objects

16 January 2009 - 09:25 AM

Thanks bro, spot on. You want credit?


hehe, no problem m8... don't need credit  :D