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I have a question. In the video the unit said that they came across the accident. Is it a new feature where accidents aren't dispatched right away or was it just set up like that for the video?

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I have a question. In the video the unit said that they came across the accident. Is it a new feature where accidents aren't dispatched right away or was it just set up like that for the video?

We got the report of it then I started the video, and as Sq18 was going to quarters they transmitted the verbal for the MVA

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*Quick update*

We've now downgraded and converted 90% of the textures as of today. We will do some testing if this reduces lags, crashing, and loading time. It is up to 25% smaller in file size however.

Thanks to Hoppah for pointing out the quick technique! Worked like a charm!

You're welcome man. :12:

What would we do without hoppah?

Get a job, get kids, and enjoy life. Basically. :xmas:

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When I see that banner all I can think of is "Mernhertin Merd"

Sorry, I'm not familiar with Canadian English dialects. It+s+fine.+Bro+hug+_83a4232a840a808dd586956d3f1307ab.jpg

If there is any other advice you could give us to improve performance issues, let us know :)

The only thing I can come up with for now, is the pack/unpack tool in the EM4 editor. By packing files you will further reduce the size of your mod. I'm not sure if this affects performance though (it might very well work) and you cannot pack or unpack multiple files at once, so -unfortunately- this is ALOT of work. You can pack any file, just rename the extension to .v3o before packing. You might give this a shot too if there's someone in your team with too much spare time. My advice is to only pack model and texture files which are 100% finished, because you need to unpack them again if you want to edit the file. I would start with buildings and other very common objects (like street objects) and have someone with an older computer compare the ingame FPS before and after packing. You can use Fraps to record the ingame FPS, but I'm sure there's other software too.

Hoppah

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Sorry, I'm not familiar with Canadian English dialects.

The only thing I can come up with for now, is the pack/unpack tool in the EM4 editor. By packing files you will further reduce the size of your mod. I'm not sure if this affects performance though (it might very well work) and you cannot pack or unpack multiple files at once, so -unfortunately- this is ALOT of work. You can pack any file, just rename the extension to .v3o before packing. You might give this a shot too if there's someone in your team with too much spare time. My advice is to only pack model and texture files which are 100% finished, because you need to unpack them again if you want to edit the file. I would start with buildings and other very common objects (like street objects) and have someone with an older computer compare the ingame FPS before and after packing.

Hoppah

You dont actually need to rename the file, if you go to the pack/unpack option and find the containing folder of the file (although png wont pack and still function) and just type out the name. For example just type Example.dds after the directory name. They wont show up on v3os show up but this method does work as it confirms compression :)

If I may have just told Hoppah something about Em4 he didn't already know I may just collapse haha

x

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You dont actually need to rename the file, if you go to the pack/unpack option and find the containing folder of the file (although png wont pack and still function) and just type out the name. For example just type Example.dds after the directory name. They wont show up on v3os show up but this method does work as it confirms compression :)

If I may have just told Hoppah something about Em4 he didn't already know I may just collapse haha

x

untitle.JPG

Maybe I just forgot. :1046276372_bawling:

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I am one of those 'intels'.

I already went through the mod and converted all the .bmp textures into smaller .png files. As reported, there was a big file size reduction. I tried loading freeplay after this, and for once it started up (rather than CTD before loading finished) but just instantly froze totally. It seems, then, that I had freed up some memory but nowhere near enough.

I think the issue is probably the imported high-quality models from other games. There are a lot of these on the map which my Intel card probably can't cope with (being an integrated card, it shares graphics + processing power). I did go through the map in the editor and replaced a lot of the HQ imported models with standard EM4 buildings, but still didn't get any further than before. I might try replacing all the HQ buildings with normal EM4 buildings and see if it works then, although that's a real shame as it won't have the NY feel to it and be a lot less fun to play.

Perhaps modellers can work on reducing the poly counts for these buildings to increase performance, or more simple models can be given good textures to achieve the same effects (a low-poly model with good texture can be just as good as a high quality model).

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