Pushing the limits of the engine

This is a total overhaul mod/patch that applies over BattleZone 1.4
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Pushing the limits of the engine

Post by Dx. »

Image is of 132 High poly tanks on a dual core 3Ghz PC 532k triangles @ 8.6FPS (no crash) :shock:
BZ1.5_532k_132tanks.png
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Re: Pushing the limits of the engine

Post by Knight »

Haha, oh boy, that's one way to drop your FPS. ... Are those Redux Grizzlies?
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Re: Pushing the limits of the engine

Post by Dx. »

I did more work and got the game to render 2.9 Million triangles before it ran out of memory. (about 800 Grizzly tanks)

I rebuilt the grizzly, took me 40 hours of work and it's about 2k lower poly than the Redux Grizzly.

Take a look at the video. (download the file and play it with vlc as the browser doesn't play it right)
http://battlezone-legacy.bz911.org/v/
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Re: Pushing the limits of the engine

Post by S.S.A. »

Download? :D
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Re: Pushing the limits of the engine

Post by Dx. »

You mean the tank?
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Re: Pushing the limits of the engine

Post by S.S.A. »

Sure why not? :lol:
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Re: Pushing the limits of the engine

Post by Dx. »

The models have proven to be a bit unstable, for some reason the normals are causing a crash. I'm trying to figure out why. Models from Redux keep producing #DEN in the debugger for U,V, Luminance and surface normals.

I've had much higher poly models in the game and never had this issue before.
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Re: Pushing the limits of the engine

Post by S.S.A. »

Is that a no then? :(
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Re: Pushing the limits of the engine

Post by Dx. »

I'd want to get them stable first. (I don't like crashes)
I have 3 models done, Grizzly, Grendel and the CCA pilot but if they aren't stable then they will haunt me to fix them for the rest of my days. lol
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Re: Pushing the limits of the engine

Post by S.S.A. »

Ok then, I will wait with much enthusiasm :D
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