Author Topic: A question revolving around PC body parts..  (Read 552 times)

Legacy_dusty.lane

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A question revolving around PC body parts..
« Reply #15 on: May 16, 2013, 05:56:24 am »


               Okay! And thanks a lot for that link! =)
               
               

               
            

Legacy_Pstemarie

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A question revolving around PC body parts..
« Reply #16 on: May 16, 2013, 10:32:56 am »


               That's a handy chunk of information. I'm going to snag it for my NWN Miscellany document.
               
               

               
            

Legacy_MerricksDad

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A question revolving around PC body parts..
« Reply #17 on: May 16, 2013, 01:41:18 pm »


               Yes please do. Anything we may not have gotten into the omnibus or anything we forget to transfer to the new vault might be lost otherwise. Too much stuff has been lost already.
               
               

               
            

Legacy_Rolo Kipp

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A question revolving around PC body parts..
« Reply #18 on: May 16, 2013, 02:46:01 pm »


               <searching for...>

@Dusty: The Omnibus uses DocFetcher for searching and I was having a great deal of difficulty with it on my Win 8 machine. But DocFetcher has been rewritten from scratch and the new version works great. In fact, I have my entire NwN reference directory indexed :-P

Please look for the link in the stickies Omnibus thread (copying links on the phone is a pain :-P ).

Note: you may have to tell windows where to find the javaw engine... It's wherever you installed java.

@ MD: Thank you! Now we just need some cool screenies showing the different setting and procedures... ;-)

<...links>
               
               

               


                     Modifié par Rolo Kipp, 16 mai 2013 - 01:47 .
                     
                  


            

Legacy_MerricksDad

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A question revolving around PC body parts..
« Reply #19 on: May 16, 2013, 03:02:54 pm »


               You mean the TXI? Yeah I know what you mean. I would personally like more information on the non-arturo procedures. Some of those, if you supply them certain variables, bog the engine down in the extreme, but for at least a few seconds, the magic they do on the texture is exactly what I want. I've looked all over the web trying to figure out exactly the mechanics behind them, but I've got nothing but poking and prodding.
               
               

               
            

Legacy_OldTimeRadio

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A question revolving around PC body parts..
« Reply #20 on: May 17, 2013, 10:17:24 pm »


               

MerricksDad wrote...
You mean the TXI? Yeah I know what you mean. I would personally like more information on the non-arturo procedures. Some of those, if you supply them certain variables, bog the engine down in the extreme, but for at least a few seconds, the magic they do on the texture is exactly what I want. I've looked all over the web trying to figure out exactly the mechanics behind them, but I've got nothing but poking and prodding.

A note about the proceduretypes and why I never got around to writing the Big Book of TXI's.  The second of the two reasons might be a novel viewpoint but my testing bore it out:

First, it was very, very difficult to get a handle on how things worked and even what things actually worked.  I found I was flying blind, even with a debugger.  A testing session involved starting the toolset up 50+ times with different settings just to see if you could happen on something interesting or find the right combo.

The second reason was that after being able to reproduce all the proceduretypes with the possible exception of wave (?), I took a breather and thought about all the stuff I'd seen (water, live, perlin, arturo, cycle)...and came to the conclusion that in most cases it was easier and far more efficient to simply prebake the distortion (or whatever) I wanted into an animated sprite sheet and then use a plain old proceduretype cycle to display the pre-baked frames.  Yes, you eat it on the file size of the image but if your animated texture is part of a static placeable you eat the extra loading time only on level load and they're never unloaded until the level changes.  The upside is if you have a good effect generator or even a passable one, you can generate some nice looking sprite sheets to use with the method.

I had six variations on this (each variation with a different colored dot in the center so I could be sure they were all different) all loaded up at the same time on a 512 meg NVidia 7300 with no problems.  Same for similar creations from the caustics generator (the second link, above).

The intense level of GPU work required to do some of these distortion proceduretypes made the ones that did work only good for special cases, whereas a proceduretype cycle was much more flexible and a hell of a lot faster.

Not saying proceduretype cycle is always better but my interest in the other types dropped considerably when I saw how their performance compared to cycle, especially when the fps on the cycle was tuned down to something reasonable.

EDIT: BTW, that "bigfire" sprite sheet has an alpha channel but it doesn't necessarily 'need' to have it.  That was just to pad the image date to make each instance as 'fat' as possible.  I was doing tests about how much gfx data NWN could seemingly push into an otherwise-capable (memory-wise) graphics card.  Never hit a wall on that.
               
               

               


                     Modifié par OldTimeRadio, 17 mai 2013 - 09:34 .
                     
                  


            

Legacy_MerricksDad

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A question revolving around PC body parts..
« Reply #21 on: May 18, 2013, 03:54:08 am »


               OTR:

and came to the conclusion that in most cases it was easier and far more efficient to simply prebake the distortion (or whatever) I wanted into an animated sprite sheet and then use a plain old proceduretype cycle to display the pre-baked frames


exactly