Jump to content

sbobovyc

Members
  • Posts

    134
  • Joined

  • Last visited

Everything posted by sbobovyc

  1. Apple is deprecating OpenGL and Metal is the graphics API going forward. Vulkan is the new cross-platform graphics API, but Apple does not want to support it. MoltenVK is a translation layer between Vulkan and Metal. In theory, one can develop a 3D renderer that uses a single graphics API that can work across all the major desktop and mobile operating systems.
  2. It's been a while since I messed with modding models on CMBS. Can you explain the issue you are having with model swapping?
  3. If you want, I take a look at your blend file.
  4. Did you get your texture problem resolved?
  5. Have not looked into them, but I suspect that they are just quads created at run time.
  6. The mdr tools only support static objects. Show us your texture files, maybe we can debug them.
  7. It's possible you are not saving the alpha channel properly when you edit the texture. In the game model, the command sight has a lens with a transparent texture.
  8. I will make this special version publicly available for a limited time here https://bobovych.com/nextcloud/index.php/s/DWPbWtJplWF3C1Q If you have a previous version of the plugins, uninstall them and install this version. Import a vehicle into Blender. For example, I have been using UAZ-469 as a test case. Try deleting the canvas and exporting the model. View the vehicle in the game, have it move around to check that wheels still work. How wheels and tracks work is the last major piece of the puzzle that needs to be solved. Next, try adding a mesh, camo net or big radio, to the vehicle.
  9. The tools are at a point where you can import a vehicle and modify some parts. I have not fully figured out how wheels and tracks work, but the rest can be played with.
  10. Anyone interested in testing a special version of the mdr plugins that supports vehicles?
  11. It is not clear to me if you truly need to capture the screen at runtime to do your analysis or if you could just use fraps or any other similar software to capture video and do your analysis offline.
  12. I added the windows executable version of btt_mutator to the github repo. You can download it here: https://github.com/sbobovyc/CM2Tools/raw/master/dist/btt_mutator.exe
  13. I added the windows executable version of btt_mutator to the github repo. You can download it here: https://github.com/sbobovyc/CM2Tools/raw/master/dist/btt_mutator.exe
  14. The python API changed a lot since 2.59, so you will not be able to use my Blender scripts with that version of Blender. If I recall correctly, you can have several versions of Blender installed in parallel.
  15. I have a laptop with Optimus technology which is supposed to switch between the Intel GPU and Nvidia GPU based on the task. For some reason, it does not properly switch for CM so one has to manually set it. Also, every time I update the driver, I have repeat this process.
  16. Basically, glTexImage2D function loads images into GPU memory and glDeleteTextures deletes them from GPU memory. From a trace capture, I saw that images for the scene were loaded into memory when entering battle and they get deleted when exiting battle to main menu. While flying around the map and looking at things near and far, no glDeleteTextures calls are made. If you don't want to take a trace, you can verify this by watching the GPU memory consumption through the stages of being in the main menu, loading a save and quitting to main menu. My GPU has 4096 MB of VRAM and the highest usage that I saw (with the help of GPU-Z) was slightly above 1300 MB. It's definitely possible to exceed this in more complex scenes.
  17. I can capture a trace tonight and see if that is happening from OpenGL API perspective. You have to remember that the driver can do things behind the scenes to "help" your application.
  18. Also, I don't know if anyone has mentioned it on this thread, but I have found that limiting the frame rate through NVIDIA Inspector to 60 fps greatly improves smoothness. On my system, this is due to the fact when I look at a scene that is not busy, such as the sky or the horizon, the GPU will render the scene at a very high frame rate. Even though a scene is simple, this increases the temperature of the GPU and even makes the fan kick in. Transitioning to a more busy scene creates a stutter where the frame rate can drop into the teens while the GPU cools down and the various clock speeds adjust themselves.
  19. Is there any chance that we can get a computation time breakdown of different sections of the game loop? Even better version would have trace functionality.
  20. Use my Blender tools to import the model into Blender, then change the diffuse texture to your modded texture and export the model.
  21. I can confirm that Nvidia does not switch from Intel to Nvidia GPU when CMBS runs. You will have to manually add it to the white list every time the exe file changes.
  22. If the map format is not changed, you can try to use my mdr mutator script to port the map.
×
×
  • Create New...