For the record, the invisible IQM model problem on newer engines with r_glsl_skeletal was due to your models having too many polys (the lod2 models work fine).
Better to stick with IQM though, as the only issue with it now is the poly count.
Maybe replace the lod0 and lod1 models with the lod 2 and 3, then add new even lower quality 2-4 models. Their current high detail is too much for this engine.
Alright, so, I did some testing and successfully got a working .dpm into the game!
Problem is, it was laggier than the LOD version of the yugo... Looks like the real problem is that your models are way too detailed. Should be able to halve the poly count without losing much detail, it's a bit overkill currently with even the LOD model looking ultra high quality
Another form of chat would be nice, I suppose... something that is quicker and easier to respond on.
I know many despise your efforts due to your past, but I have not seen any anti-feminist activity from you in a long time. Not to say I'll disregard your work if you're still into the hatespeech stuff, but either way, there is a great open source resource here that no-one else dares touch.
If I am to start supporting your project, as said, there will need to be a few changes, mainly to the model formats. More on that after the conversion to .dpm though. That is still the show stopper for me.
Best of luck with fixing it, and nice work on the doors.
They're all quite slow, as they are all detailed and use the bad vertexes. I think you should try with 1, and if the process isn't too complicated and ongoing, do it for all the vehicles.
I'd much rather leave this issue to you, as then you're the one who understands it and are able to apply it to all the vehicles if need be.
I am very sure it would increase performance a lot, because I have actually done this using a different method before (the Yugo and LL47 were ported to regular Xonotic for use in my mod, the model's bones and attachments are partially broken there due to lack of vertex groups, but they are .dpm and non-laggy).
Once this is done, I can help lower the overall size of your fork by 70%, and slowly work towards porting it to the latest Xonotic version (0.8, which I know you are against, but the improvements are many and the sands are getting very stable with the newer updates, despite your vertex iqm problem... This is also something I am happy to work on alone after getting familiar with the development process here).
P.S. Do you have an IRC channel or anything? Would be nice to use that instead of a comment section on a random website.
All the vehicle models in regular Xonotic are .dpm, I believe this is for a reason. All that is really needed is knowledge on how to compile to .dpm (which I think is simple, but have only ever tried with non-Blender programs).
The process that I know of for .dpm is creating .smd files (one for the model and the rest for skeleton/animations). Should be able to find a good .smd exporter on Google from Source.
I have done some testing with a modern engine, and despite the broken vertexes, there is a great performance increase. I will test with the original soon, but here are the results:
Could you post the newly exported .iqm? I would like to test it with the new engines.
Such a threshold could be a limit to the .iqm format. Morphed has mentioned in the past that .iqm has its limitations and bad sides, and that .dpm is the much better option.
The vertex groups are to properly handle the bones, as far as I can tell, even if the model has no animations to use them.
IQM isn't broken, the r_glsl_skeletal option kinda is (it uses the GPU to render skeletons, much better performance in some cases).
The GPU-based skeletal rendering makes models invisible in your case, because your models lack vertex groups. Using .dpm or a .iqm with vertex groups would improve the performance 10-fold, even with your old engine. The FPS drop is greatly noticeable when playing with the vehicles currently, regardless of engine version.
For the record, the invisible IQM model problem on newer engines with r_glsl_skeletal was due to your models having too many polys (the lod2 models work fine).
I used a proprietary program, 3ds Max.
Better to stick with IQM though, as the only issue with it now is the poly count.
Maybe replace the lod0 and lod1 models with the lod 2 and 3, then add new even lower quality 2-4 models. Their current high detail is too much for this engine.
Alright, so, I did some testing and successfully got a working .dpm into the game!
Problem is, it was laggier than the LOD version of the yugo... Looks like the real problem is that your models are way too detailed. Should be able to halve the poly count without losing much detail, it's a bit overkill currently with even the LOD model looking ultra high quality
The Blender Source Tools specifically says on their download page that Blender 2.66 or later is required.
https://developer.valvesoftware.com/wiki/Blender_Source_Tools
Your personal beliefs don't affect my business here, I am fine with working towards a better open source future, regardless of the source's origin.
Another form of chat would be nice, I suppose... something that is quicker and easier to respond on.
I know many despise your efforts due to your past, but I have not seen any anti-feminist activity from you in a long time. Not to say I'll disregard your work if you're still into the hatespeech stuff, but either way, there is a great open source resource here that no-one else dares touch.
If I am to start supporting your project, as said, there will need to be a few changes, mainly to the model formats. More on that after the conversion to .dpm though. That is still the show stopper for me.
Best of luck with fixing it, and nice work on the doors.
They're all quite slow, as they are all detailed and use the bad vertexes. I think you should try with 1, and if the process isn't too complicated and ongoing, do it for all the vehicles.
I'd much rather leave this issue to you, as then you're the one who understands it and are able to apply it to all the vehicles if need be.
I am very sure it would increase performance a lot, because I have actually done this using a different method before (the Yugo and LL47 were ported to regular Xonotic for use in my mod, the model's bones and attachments are partially broken there due to lack of vertex groups, but they are .dpm and non-laggy).
Once this is done, I can help lower the overall size of your fork by 70%, and slowly work towards porting it to the latest Xonotic version (0.8, which I know you are against, but the improvements are many and the sands are getting very stable with the newer updates, despite your vertex iqm problem... This is also something I am happy to work on alone after getting familiar with the development process here).
P.S. Do you have an IRC channel or anything? Would be nice to use that instead of a comment section on a random website.
All the vehicle models in regular Xonotic are .dpm, I believe this is for a reason. All that is really needed is knowledge on how to compile to .dpm (which I think is simple, but have only ever tried with non-Blender programs).
The process that I know of for .dpm is creating .smd files (one for the model and the rest for skeleton/animations). Should be able to find a good .smd exporter on Google from Source.
Once we have .smd files, we just need the dpmodel program to compile them into .dpm. There is a semi-official guide here: http://dev.xonotic.org/projects/xonotic/wiki/Dpmodel.html
If you can get this working, I will consider supporting your project further, but as it stands, .iqm is just too laggy to make it any fun.
I have done some testing with a modern engine, and despite the broken vertexes, there is a great performance increase. I will test with the original soon, but here are the results:
Could you post the newly exported .iqm? I would like to test it with the new engines.
Such a threshold could be a limit to the .iqm format. Morphed has mentioned in the past that .iqm has its limitations and bad sides, and that .dpm is the much better option.
The vertex groups are to properly handle the bones, as far as I can tell, even if the model has no animations to use them.
IQM isn't broken, the r_glsl_skeletal option kinda is (it uses the GPU to render skeletons, much better performance in some cases).
The GPU-based skeletal rendering makes models invisible in your case, because your models lack vertex groups. Using .dpm or a .iqm with vertex groups would improve the performance 10-fold, even with your old engine. The FPS drop is greatly noticeable when playing with the vehicles currently, regardless of engine version.
Pages