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Author
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Topic: Contest Plane authors PLEASE READ
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Tailslide Pilot
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posted 06-18- 02:24 PM
I've been having trouble with my texture memory getting all used up by missions that contain contest planes. I have a 32mb TNT2Ultra. Part of it is having my fog setting at 12, but I do not have the problem with the default planes (at least not with just two different planes!) This is REALLY annoying when flying a plane with reflections and the reflections on your canopy get swapped for the skin of a plane and you can't see anything. I encourage all the plane makers to offer NON-REFLECTIVE versions of your canopies, and to read up on the texture LOT and resident flags, and set conservative values. I just did this for the Yak. This should help with any "square flak" problems too. TS
------------------ Patch It! TS Aircombat
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Sv Pilot
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posted 06-18- 02:43 PM
Is LOT implemented in SDOE?
------------------ -Sv =FC= WWI in SDOE!
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Tailslide Pilot
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posted 06-18- 03:02 PM
It's not? It seems the resident flags have an effect. TS
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Tailslide Pilot
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posted 06-18- 03:05 PM
At least if I could get rid of the reflective canopies on the contest planes it wouldn't be so much like flying an IFR trainer LOL
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Sv Pilot
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posted 06-18- 03:08 PM
If LOT is implemented, why are all the shipping planes not using it?I am interested in LOT... -Sv IP: Logged |
Tailslide Pilot
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posted 06-18- 03:10 PM
Maybe MH can clarify this for us if he's reading. If LOT isn't implemented it means all the detailed textures for the whole game are loaded into the video card when the game begins and we should be very conservative with the textures on our planes  TS
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Sv Pilot
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posted 06-18- 03:17 PM
From the Bible:Note 1: LOTs are Levels Of Texture detail. When a texture has either of the tex_PolyLOT or tex_ModelLOT bits, then all supported texture sizes from the size based on the width and height on down to 16x16 are generated as a texture LOT family. PolyLOT means that the size selected for display is based on the coverage of a texel (texture pixel) as the polygon is drawn. This is a sort of simplified version of mip-mapping when using the software renderer. ModelLOT uses the viewer’s distance from the model to select the LOT texture size. The ModelDist field specifies the distance from the model that will cause the highest resolution LOT to be selected. The next highest will display when the viewer is greater than modelDist away, but less than twice that distance, and so on. Note 2: The resident bits are used to keep texture LOTs from being swapped out to disk. Specifying tex_Resident256 will ensure that the texture is always immediately available when needed (at the expense of the additional memory required). If the selected LOT has been swapped out, but a smaller version is available in memory, then the renderer will queue a request for the higher resolution version and go on and use the lower resolution version in its place. This permits an adequate representation of the texture to be displayed without introducing unwanted pauses while waiting for textures to load.
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Sv Pilot
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posted 06-18- 03:20 PM
It seems that auto-lowrez versions of textures are loaded first. You have seen blurry stuff that fills in, right? The SE5a cockpit takes about 3 seconds to fill in for me on mission startup.But the LOT flags are always zero for the shipping planes (and my planes), right? -Sv IP: Logged |
Tailslide Pilot
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posted 06-18- 10:28 PM
Well something's funny because with the Spit 1a reflective canopy or the 109F. With those being the only two planes in the game, my texture memory gets all used up and I can't see out the canopy. TS
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Sv Pilot
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posted 06-18- 11:08 PM
Well with your vision completely obstructed TS, it is almost an even fight now  -Sv IP: Logged |
Tailslide Pilot
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posted 06-19- 03:25 AM
I'll just take the easy way out and buy a GeForce 2  IP: Logged |
Michael Harrison General
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posted 06-19- 07:16 AM
LOT is definitely implimented and used in the shipping version of FS.A lot of the LOT behavior is automatic based on the pixel coverage of the polygon in question. In general, modelLOT is more memory friendly (depending on the settings) and faster than polyLOT. IP: Logged |
mposis Pilot
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posted 06-19- 09:59 AM
Tail,I can do this but not without causing mismatches online. Actually, I made small improvements on all the planes but will not release them due to complaints about mismatches. IP: Logged |
Tailslide Pilot
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posted 06-19- 11:02 AM
With model LOT working, we should be able to set it so all the interior cockpit textures get swapped out for lower res versions as soon as someone goes outside the cockpit.. thanks MH, Mposis! I'm in the same boat with my plane, lots of updates but its just sitting on my hard drive until the next plane pack. TS
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Tailslide Pilot
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posted 06-19- 11:32 AM
It IS ok to tell the wife I NEED a new geforce 2 though... right ??? TS IP: Logged |
Laika 801 Pilot
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posted 06-19- 07:17 PM
Huh ? Ok I know what a LOT is. But could anyone clear it up for me (as a "builder") what to do now ? Sorry I'm a bit out of order in the moment. SO what to do now (I guess it is good to keep the size of the used textures as small as possible = is good..). What else to do ???? Thanks
LK
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Tailslide Pilot
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posted 06-19- 10:53 PM
If you double click on the texture in the texture tab, you want to check "Model LOT". Then enter the distance you want the texture to swap out to a lower resolution. For example, if you have a 256x256 texture in your cockpit you could put 20 for distance and outside the cockpit it would switch to 128x128.. at 40 distance it would swap down to 64x64 etc etc. This should work for the outside skin too since when the plane is small a lower res texture looks the same. Remember OPS has a bug so you can't save from the texture tab you have to switch back to the model tab then click save and reload. Also using smd/olc to remove unneeded texture references may help, I'm not sure. TS IP: Logged |