Home » Renegade Discussions » Mod Forum » Long Animations=lag?
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Long Animations=lag? [message #55733] |
Sat, 22 November 2003 15:54 |
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maytridy
Messages: 1371 Registered: February 2003 Location: New York, USA
Karma: 0
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General (1 Star) |
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Well, it's of a plane (about 1,000 polys i think) that is non-collidable, only one texture, and it just moves up very, very slowly.
So, I think you're right...the animation won't cause lag as long as it doesn't interact much with the palyers, doesn't have multiple or blended textures, and is a relatively small .w3d.
Any other comments?
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Long Animations=lag? [message #56032] |
Thu, 27 November 2003 02:53 |
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npsmith82
Messages: 525 Registered: February 2003 Location: England, UK
Karma: 0
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Colonel |
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There's a massive W3D animation used in C&C Generals, that i'm sure is 2000 frames or more... The one with the bridge being detonated as chinas forces are moving over it (from mission 2/3 i believe).
WOL: npsmith82
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Long Animations=lag? [message #56104] |
Thu, 27 November 2003 14:31 |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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You should only be tracking an OBBOX (maybe not even that) in game so there is no problems with the lag. The only lag you could possible get is video (fps) lag if you used lots of polygons and materials. Genrally you can only cause network lag by tracking collisions.
If you was to render a collision map of a WW map you would see that it is fairly basic. You would get the main shape of the terrain then boxes around things like trees and vehicles to reduce what the game has to track. This goes for using collisions that don't need to be used (e.g. vehicle collision inside buildings) although WW did enable this for some reason.
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