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SorceressAshura
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Joined: 27 Dec 2006
Posts: 195


Location: Chicago, IL

PostPosted: Fri Jan 25, 2008 8:02 am    Post subject: Reply with quote

The waterfall area?.. that doesn't make any sense. There's nothing there that should decrease performance. And since it's entirely a cutscene, it should of run smoothly. The most comments I recieved was about the fire. Can you describe what exactly you experience during that cutscene?
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IskatuMesk
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Joined: 28 Dec 2006
Posts: 117


Location: The land of the poor, Canada!

PostPosted: Fri Jan 25, 2008 8:16 am    Post subject: Reply with quote

Okay, let's say, in Interior areas, I get an average of 80-100fps. Now, in the fire area, I got around 20-30 under normal circumstances. Okay, still perfectly playable, and it looked great.

Now in the waterfall area I got like 10. It was much, much slower than the fire area. It reminded me of the Stormspire on my 9800 pro. (Remember, I frapsed the Stormspire at 10fps on that machine except for the dock and portal which gave me like 4-5 fps). I have no idea why it lagged much more than the other area.

Also you seriously need to teach me how you made those cinematics... I want to make something. Wink

And how to important custom dialog voices.

... And music.

... And voice sets in general. :\
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SorceressAshura
Site Admin


Joined: 27 Dec 2006
Posts: 195


Location: Chicago, IL

PostPosted: Sat Jan 26, 2008 2:05 am    Post subject: Reply with quote

Actually, I think it was the UV Scroll of textures from the waterfall. Its the only thing that I can think of when taking a look at the area. In Rhydin City, for the PW I have set up similar scrolling textures to produce waves that surround the water edges. I noticed the frame rates were extremely high, so naturally I assume thats whats causing the trouble for you. Try removeing the waterfall placables and tell me what you get then.

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Making cinematic cutscenes, like the ones I crafted for the display module were all done through conversations. You need to set up static cameras, and tons of actor characters. In the conversations, pay attention to camera nodes, and speakers/listeners. Speakers are the ones who are speaking. (naturally..) And listeners are the ones who are facing the ones who are speaking. Be prepared to review your cutscenes over.. and over,.. and over .. and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over... and over..... Until it's just right. lol
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IskatuMesk
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Joined: 28 Dec 2006
Posts: 117


Location: The land of the poor, Canada!

PostPosted: Sat Jan 26, 2008 2:28 am    Post subject: Reply with quote

Cinematics sound a bit like in wc3 except they involve scripting and scripting makes my blood itch. Except you can't move the cameras about?

I'll poke the waterfalls afterwards and see if that's what's causing fires...

Frame rates are supposed to be high, not low Wink



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