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Old 10-23-13, 05:36 PM   #11
Madox58
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Quote:
Originally Posted by Targor Avelany View Post
It also means that you would need 2 types of the balloons in the game, with 2 different models.
That is kind of incorrect. And it does go to discusions I've had with gap about how 3D models can/do work in all SH Versions.

The first thing you need to over come is the thought that you need multi-3d Models for any reason. That is not true and it has been proven.

The second thing you need to understand is how to use a single 3D model when and where you want it. That part is easy once you do it!

So as an example I'll use all the little lifeboats on each ship in Game.
Why are there so many in each ship? And this is GR2 and dat related!

We know that every 3D model gets planted into memory at some point.
The more the 3D models? The heavier it all gets.
Now what if you reduce the actual 3D model count and do a reference call to a single model that renders as if you didn't do a thing?
Does that work? Yep. Check the Munsell Fort in GWX 3 for the perfect example! And I learned that from STOCK files in SH3!

Why did the Dev's not use this in versions beyound SH3? I'll risk thinking they had a sort of codeing blinder on.
As they went from 3 to 4 to version 5? I can see this type blinder at work. Not saying they fail at their job.
They understood the code they were forced to work with. We found flaws and ways to work around them.

Look at SH3 files. Once you remove dynamic shadows? Why is code still in the dats that has no reason? Cost and time say just disable that. It still gets loaded in memory but we ain't gonna use it. (Yes I have seen it loaded into memory)

So if you have done a basic import of SH4 Units to SH5? How much actual garbage did you drag in that may cause problems?
How well does anyone actually understand how to slim this type issue down?
You want to drop lag issues and such?

Last edited by Madox58; 10-23-13 at 06:04 PM.
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