salehasem.blogg.se

3dsimed3 export t3d
3dsimed3 export t3d




3dsimed3 export t3d

Depending on implementation details in T3D with which I am not familiar, you may also get some mileage from smoothing the terrain in 元DT. To reduce the triangle count, the easiest approach would be to reduce the heightmap size. > stated I think has to do with the high resolution textures 元DT isĪssuming that you have a modern GPU, I doubt the lag would be due to large texture sizes it's more likely to be geometry. > I'm trying to figure out what I need to do to reduce that which as I I hope I'm not too late to join this thread. and is pretty massive, you need to change the texture from noise.dds to ripple.dds did i mention the waterblock was massive? and that it also seems to render all the time, maybe that was an issue too? OH i just remembered, the l3dt exported waterblock has its own problems. I expect that the guys have something in mind here as far as optimising is concerned if theyve removed one form that was working. In the end i had to resort to basic lighting setup to bypass the issue completely, i havent looked into it in any more detail as other things have stolen my time and attention, but back in earlier betas i was testing the terrain with 2048 maps and having less problems with framerate, perhaps you could bypass the 元DT exporting and do the steps manually, import the heightmap and use the alphamaps to set terrain textures (tho tbh the texturing resource by Konrad makes a better texture painter than alpha maps) and see if that actually changes anything. I have to admit that on a couple of the maps i made using 元DT i suddenly went from 180 fps to around 13 fps, when i dipped into wireframe mode there no longer seems to be any culling of terrain tris as there was in the early betas and the screenerror is reportedly unimplemented in the current beta.






3dsimed3 export t3d