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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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monkeyface Moderator


Joined: 05 Apr 2008 Posts: 275
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Posted: Tue Jul 21, 2009 9:52 am Post subject: Backfaces |
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I need to ask, are backfaces drawn? I've modeled rails and such with two sides, making a rectangle 4 tris. If the backside is drawn in Goldeneye I could save a lot of space. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Tue Jul 21, 2009 1:27 pm Post subject: |
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Yes by default every tri is drawn from both sides during conversion. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Tue Jul 21, 2009 1:32 pm Post subject: |
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Only secondary though, right? Most primaries can be seen through from the back, but you can set them to be double sided (Archives does this, probably others). I need to redo a few window frames in the hotel because I wasn't aware of that at the time I modeled them and did double sided polys. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Tue Jul 21, 2009 4:39 pm Post subject: |
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I was pretty sure I set everyone to double-sided? I remember going back and forth. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1731
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Posted: Wed Jul 22, 2009 5:59 am Post subject: |
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It's toggled through the microcode. By default no culling occurs, but you can cull either face (or technically both) if desired. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Jul 22, 2009 6:47 am Post subject: |
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SubDrag wrote: | I was pretty sure I set everyone to double-sided? I remember going back and forth. |
Unless it's a recent change, you didn't. Office has two areas where you can look through the walls (I noticed them too late to slap a brick texture on the outside of the building in those areas). |
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Entropy Soldier Secret Agent

Joined: 13 Feb 2009 Posts: 263 Location: GE:S  |
Posted: Wed Jul 22, 2009 6:55 am Post subject: |
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ah, that happened in a beta import of compound too, before i added portals. (this was around 3 months ago, I think) |
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TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Wed Jul 22, 2009 7:29 am Post subject: |
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ya you can play around with how things geet drawn in the indeces file |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Wed Jul 22, 2009 10:08 am Post subject: |
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Back face drawing would be very interesting for very big open maps (like a couple I plan to do someday), where you need to keep geometry even simpler than usual, to make small huts and stuff like that. This would be specially useful for multi. Citadel makes heavy use of this, right?
Could you add that functionality in the editor, Subdrag? I mean, clicking on a tri/group of tris/room or something like that and select it for being double sided. Maybe also accept the setting from OBJ if OBJ can provide that. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Wed Jul 22, 2009 1:47 pm Post subject: |
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Ah, maybe I originally did it both faces, but it caused too much slowdown. I'll eventually try and add toggles for groups of vertices to support both faces. |
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TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Wed Jul 22, 2009 8:09 pm Post subject: |
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ya im workin on the flipping of indeces in the editor as we speak. when i get that working properly ill be adding some way to customize the indeces options for things like transparency and this backface stuff, as well as the other effects that have been documented on.
Although being editable in the editor, i plan to make these exportible and editable in the obj files as well. mabey in the mtl file after a 'map_Kd' have some sort of comment like this '#effect' that will hold the extra info while maintaining the mtl structure |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Thu Jul 23, 2009 9:54 pm Post subject: |
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Thank you, SubDrag and TimEh.
TimEh wrote: | mabey in the mtl file after a 'map_Kd' have some sort of comment like this '#effect' that will hold the extra info while maintaining the mtl structure |
Wouldn't it be better on the OBJ file, just so the change can be kept specific to some part of the geometry and not to anything that has a given material applied on it?
Unless, of course, your improved exporter would make multiple materials for a texture to account for any changes to be found on each surface the texture may be applied on. I'm not a programmer, but it sounds somewhat problematic to me. You could end up with a myriad of materials for each texture which is applied to surfaces in which you have made modifications. Even if the algorithm would try to keep track of surfaces with the same texture and identical modifications, it still would be really complex and the amount of materials needed could still be very high. |
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TimEh Agent

Joined: 08 May 2009 Posts: 187 Location: oakville. ONT, Canada  |
Posted: Fri Jul 24, 2009 10:04 am Post subject: |
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Quote: | Wouldn't it be better on the OBJ file, just so the change can be kept specific to some part of the geometry and not to anything that has a given material applied on it? |
ya mabey. theres only a few situations in the game where this would be needed. i think only with railings(or any seethru texture) and then their shadows with an alpha values set. But im a long way from adding that in. Kinda hit a road block. So im doin a quick and easy way for you guys anxious to get this secondary index stuff working. Its simply my cut and paste method just done by the ED. The only problem still is with what radorn said is that it will be done per texture, not resplit and do per tris. |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Fri Jul 24, 2009 4:18 pm Post subject: |
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Oh, no, I'm not anxious, man, so don't feel pressed, at least not from me.
Do it at your pace and chose whaever route you think it's best. After all, even though I can know some stuff, I can't program anything myself. I just throw ideas at people  |
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