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LoD Research Thread

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B

berserker66666

Rookie
#101
Sep 7, 2015
i'm thinking you guys should check this thread out regarding texture. The modder is doing awsm work so far creating high res textures for a few objects.

http://forums.cdprojektred.com/threads/56935-HD-Textures-we-surely-need-a-mod-with-them!?p=1910095#post1910095
 
M

marvelmaster

Forum veteran
#102
Sep 7, 2015
As far as i can see he is only replaycing textures if single models... but our problem migh be that buldings consist of many different textures thrown together ...
 
C

CarolKarine

Rookie
#103
Sep 7, 2015
berserker66666 said:
i'm thinking you guys should check this thread out regarding texture. The modder is doing awsm work so far creating high res textures for a few objects.

http://forums.cdprojektred.com/threads/56935-HD-Textures-we-surely-need-a-mod-with-them!?p=1910095#post1910095
Click to expand...
Our problem is not that we need new textures, it's that we need to stitch existing textures into one.
 
B

berserker66666

Rookie
#104
Sep 7, 2015
I see. Well maybe these articles and video can be of help?

https://www.youtube.com/watch?v=-KyKl7_K_tg

http://blender.stackexchange.com/questions/32677/how-to-combine-two-different-textures-into-one

http://blenderartists.org/forum/showthread.php?304503-Merging-multiple-UV-Texture-maps-into-one-image

http://www.tombraiderforums.com/showthread.php?t=188902

http://www.c4dcafe.com/ipb/forums/topic/39115-combining-several-textured-meshes-into-one-polygon-mesh/
 
Last edited: Sep 7, 2015
C

CarolKarine

Rookie
#105
Sep 7, 2015
berserker66666 said:
I see. Well maybe these articles and video can be of help?

https://www.youtube.com/watch?v=-KyKl7_K_tg

http://blender.stackexchange.com/questions/32677/how-to-combine-two-different-textures-into-one

http://blenderartists.org/forum/showthread.php?304503-Merging-multiple-UV-Texture-maps-into-one-image
Click to expand...
My goal is to avoid mesh edits. And I think I can. 200m is actually really far, and that's the standard HQ mesh max value. I don't think we need to edit proxy meshes, because (with the testing I just did this should work) we can edit LOD pop in to be the max rendering distance.

The problem stems from meshes that have a max render distance less than 200. These meshes are also those which lack a proxy mesh, which is an issue, because these are the meshes which pop in from nothing.

I'll work on the problem.
 
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W

Wintermist

Rookie
#106
Sep 7, 2015
Krull32 said:
DX12 is way overrated...A bit better performance and thats all. Witcher 3 runs smooth enough.
They can do the same with some more performance optimizations with patches.
Click to expand...
Maybe they can, and maybe they can't. Can't say it's overrated though, it allows for more stuff to be drawn at the same time which would be especially useful for what this mod is trying to do. I'm not going to go on about it though since it was only a rumour and it's probably not coming.
 
M

marvelmaster

Forum veteran
#107
Sep 7, 2015
CarolKarine said:
My goal is to avoid mesh edits. And I think I can. 200m is actually really far, and that's the standard HQ mesh max value. I don't think we need to edit proxy meshes, because (with the testing I just did this should work) we can edit LOD pop in to be the max rendering distance.

The problem stems from meshes that have a max render distance less than 200. These meshes are also those which lack a proxy mesh, which is an issue, because these are the meshes which pop in from nothing.

I'll work on the problem.
Click to expand...
if you go the proxyway you could just replace the nonproxybuildings with buildings that have proxy^^
novigrad might look different then but who cares xD
 
C

CarolKarine

Rookie
#108
Sep 8, 2015
marvelmaster said:
if you go the proxyway you could just replace the nonproxybuildings with buildings that have proxy^^
novigrad might look different then but who cares xD
Click to expand...
welp, I've realized that proxy_entity=true just doesn't work. shame. I reeeaalllllly wanted it to work.

Anyways, I'll start looking into merging textures and meshes so we can make HQ proxies.

WANTED: Someone who knows what the fuck they're doing in a modeling tool, cause I don't.
 
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C

CarolKarine

Rookie
#109
Sep 8, 2015
So I got a response over on the autodesk forums that makes me think that this won't be a terribly difficult process.

It does make me think it will be a LONG process. So I expect that I'll get a version of the mod out that eliminates switching to a lower LOD while within the HQ mesh's render range.

And then, later (after I finish the work in maya) I'll release an "expansion" to the mod with the baked proxy meshes.
 
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Reactions: Nuggit, web-head91, berserker66666 and 1 other person
T

thibaudv

Rookie
#110
Sep 8, 2015
CarolKarine said:
So I got a response over on the autodesk forums that makes me think that this won't be a terribly difficult process.

It does make me think it will be a LONG process. So I expect that I'll get a version of the mod out that eliminates switching to a lower LOD while within the HQ mesh's render range.

And then, later (after I finish the work in maya) I'll release an "expansion" to the mod with the baked proxy meshes.
Click to expand...
What kind of performance impact do you think th emod will have?
 
C

CarolKarine

Rookie
#111
Sep 8, 2015
thibaudv said:
What kind of performance impact do you think th emod will have?
Click to expand...

the first version will hit performance, yes, but it should still be reasonably playable.

the second "expansion" bit... it will probably have a huge impact. I don't have an estimate right now. I just don't know how bad it'll be.

---------- Updated at 09:34 PM ----------

Hey guys, I made loads of progress today - but I think a video would do a better job of explaining. I'm sending the mod to @marvelmaster to make a quick video in the same manner as his previous ones.
 
  • RED Point
Reactions: web-head91, Villetretormeft, sakisadr and 6 others
N

natty.dread.011

Forum regular
#112
Sep 9, 2015
CarolKarine said:
So I got a response over on the autodesk forums that makes me think that this won't be a terribly difficult process.

It does make me think it will be a LONG process. So I expect that I'll get a version of the mod out that eliminates switching to a lower LOD while within the HQ mesh's render range.

And then, later (after I finish the work in maya) I'll release an "expansion" to the mod with the baked proxy meshes.
Click to expand...
Maybe you can use batch baking for xNormal to speed things up a bit. I guess you still need to make a cage in Maya / Max but maybe it will work without one since you'll be using the same geometry for the "low" and highpoly.

I'm really interested in the progress of this mod but I'm sorry I can't help with the leg work since I don't have much free time lately.
I hope you pull it of. :unworthy:
 
C

CarolKarine

Rookie
#113
Sep 9, 2015
natty.dread.011 said:
Maybe you can use batch baking for xNormal to speed things up a bit. I guess you still need to make a cage in Maya / Max but maybe it will work without one since you'll be using the same geometry for the "low" and highpoly.

I'm really interested in the progress of this mod but I'm sorry I can't help with the leg work since I don't have much free time lately.
I hope you pull it of. :unworthy:
Click to expand...
Hey there! So I actually don't need to bake anything. The way this works is when you export the mesh as a .FBX, it maintains its materials. You literally list the materials present in the scene in Maya as the materials in the xml file.

I'll be more detailed later.
 
  • RED Point
Reactions: berserker66666
N

natty.dread.011

Forum regular
#114
Sep 9, 2015
Hmmm, please do.
The way I figured it you need to bake the multi material / texture LOD0 object into a proxy that uses only a single material / texture but replace that proxy with a LOD0 mesh?

That's great if you don't need to bake.
 
M

marvelmaster

Forum veteran
#115
Sep 9, 2015
FBX contains materials?
But why the textures are gone when you delete the material definitions of the connected xml?

i realy wonder if xml "Material10" has to match material10 in blender or maya or whatever :eek:?
 
Last edited: Sep 9, 2015
C

CarolKarine

Rookie
#116
Sep 9, 2015
marvelmaster said:
FBX contains materials?
But why the textures are gone when you delete the material definitions of the connected xml?

i realy wonder if xml "Material10" has to match material10 in blender or maya or whatever :eek:?
Click to expand...

EXACTLY.

In a couple hours I should be able to put together a walkthrough with pictures.

---------- Updated at 04:15 PM ----------

Okay so I've asked @marvelmaster to not upload a video yet because the example mod I sent him is still broken - and I know how to fix it. I'll fix it and document the process for here as I go, so you can see the process from start to finish. Once I have it finished, I actually won't be able to test it now, because I'm on a PC without a discrete GPU (I'm on a university computer. It's got an i7 3770 but no gpu) So I'll be able to test later tonight, but @marvelmaster will probably get a shot to do so before I can.

MAYA may not work well on this computer, I haven't tried before. So if it doesn't I'll still make the walkthrough, but I'll have to do so at home.

EDIT: what's broken is not broken for the reason I thought. The walkthrough will have to come later. I need to figure this out.

---------- Updated at 05:56 PM ----------

Maya is working alright, but I encountered issues. IE, I ended up with 50 materials. Let me play around with consolidating repeated materials, so that I only have ~10, instead of 50-70. I want to get the pipeline perfect before I start bothering with walkthroughs and stuff.
 
Last edited: Sep 9, 2015
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M

marvelmaster

Forum veteran
#117
Sep 9, 2015
Lil hint...you may not need to include the both lods of the main model...
(dunno if youve done so)
only LOD 0 might work better?

I'd like to look at your xml and model but uncooking our mods is not possible :O
 
Last edited: Sep 9, 2015
A

Arcanehorr0r

Rookie
#118
Sep 9, 2015
This seems like the deeper you dig, the more horrifying it becomes.
 
C

CarolKarine

Rookie
#119
Sep 9, 2015
marvelmaster said:
Lil hint...you may not need to include the both lods of the main model...
(dunno if youve done so)
only LOD 0 might work better?

I'd like to look at your xml and model but uncooking our mods is not possible :O
Click to expand...
I'll send you a Google drive link to my modded but raw files.

Arcanehorr0r said:
This seems like the deeper you dig, the more horrifying it becomes.
Click to expand...
It's actually surprisingly easy... Well, not really. If the engine supported MeshRenderingDistanceScale in user.settings we'd be so much better off.

But considering we have to dig into Maya, it could be so much worse. I don't actually have to bake anything, so that's nice :p
 
M

marvelmaster

Forum veteran
#120
Sep 9, 2015
thx dude,
but i have to say from friday till sunday i am afk :eek:
 
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