I finaly implimented my new file format. I optomized a 3ds model of a sphere, then saved it. This way you don’t have to wait for it to smooth and weld vertices(my algorithm is slow…it uses the linear sort).
The program runs in 800x600x16 mode. Please tell me your system and fps.
It’s possible for you to save your own rm2 files with my program just so you can test the speed of your own custom models.
Here are the steps you take:
-Drop down the console with the ‘~’ key(only on American keyboards…sorry )
-to open your own 3ds file, type “load3ds filename”
-if the model is to big, use the scale command…just type scale and it will give you instructions if you don’t know exactly how to use it
-for the best optimization you’ll want to smooth the model by using the ‘smooth’ command. This one can take a while. I wouldn’t recommend smoothing anything over 10,000 polygons.
-next use the “align” command. This command removes all redundent elements, not vertices. Elements are: color, vertex, normal and uv. If any set of elements are similar to any other set, it will only save it one.
-the final step is to save it as an rm2 file. Type “save filename” at the command line.
-to load the rm2 file again, type “loadrm2 filename”
…the ‘a’ ‘s’ ‘d’ ‘spacebar’ keys move your position. I didn’t bother to take it out for the demo. If you’re going to give me frames per second, make sure you don’t move your position first.
Thank you much .
[This message has been edited by WhatEver (edited 05-01-2001).]
Does your prog really need to run in 16bit? My graphicscard can’t run in anything else than 32bit.
But yes, VAR is faster than CVA. You should really take a look at the performance faq, found at www.nvidia.com/developer.nsf.
With VAR it is pretty easy to spin a 100.000 triangle model.
I changed the “/quit” command to be “quit”. I think I made it possible for non-USA keyboards to drop the console down with the default Q3A console key.
I also re-enabled the fly mode so you can fly around your models.
Controls:
right button = forward
spacebar = up according to angle
a = strafe left
d = strafe right
s = backwards
[This message has been edited by WhatEver (edited 05-01-2001).]