Truform Support?

GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
I'm soon going to be replacing my GeForce 3 with a Radeon 9800 Pro, so it prompts this question:

When will TruForm be supported in Natural-Selection? I realize it supports it now as far as you can enable it and it applies it's affect, but it doesn't take long to realize from any TruForm enabled screenshots that it distorts the models.

When will Natural-Selection add support for proper application of the TruForm effect, if ever? I realize the need for low-poly models to maximize speed on slow computers, but support for TruForm would be a good way to let people with extra power available make the game look better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    trueform only seems to work well on models that are very blocky indeed. the ns models are quite good as they are right now, so i doubt the dev team will implement trueform support.
  • MooManMooMan Join Date: 2002-11-02 Member: 5154Members
    edited April 2003
    No, it aint supported by the HL engine

    It is basiclly allowing models to smooth out more, but it is on by defult, so they have made a client command to turn it off

    ati_npatch

    The game looks terrible with it on, everything is rounded and fat.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    edited April 2003
    Actually, Truform helps a lot, and is a very minor modelling consideration to take.. simply not welding vertices you want to have a sharp corner. Completely un-welding all of the models in NS adds less than 100K to the filesize, so would not be any bloat to selectively de-weld certain ones, and those people who can support it would see VAST improvements in the look of the models as they stand currently. Most especially in the Alien models, which are supposed to be mostly rounded and organic in the first place.

    With the number of Radeon 8500, 9500, 9600, 9700 and 9800 (the only ones with Truform *fully* in hardware, if I'm not missing any) is growing steeply, and those with the additional processor power and software-cut Truform cards (Radeon 9000 most notably) as well.


    Minor change to the models, major enhancement for a good section of the playerbase.

    (edit)
    Oh, and ati_npatch is defaulted to 0, not 1. Have to know what it is, and enable it, for it to become active.
    (/edit)
  • folkfolk Join Date: 2002-11-14 Member: 8603Banned
    it's defaulted to 1.
    yes.
  • MooManMooMan Join Date: 2002-11-02 Member: 5154Members
    On my system, and a few of my m8s it was defulted to 1....
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Hmm. Wait... that's the patch level, not the actual enable/disable variable. npatch 1 means 'subdivide once'. Cranking it up to 4 will subdivide the models four times, when the truform enable/disable variable is turned on. I can't for the life of me remember what the enable/disable var is though.

    Thing is, with Truform turned on, spammed stuff like turrets could be vertice-unwelded completely, so they'd never be subdivided at all, without looking any different (after all, they're laggy enough as-is) and having the file be only perhaps 2-5KB or so larger.. While things that could really benefit from Truform (player models, TFs, RTs, PGs, medpacks, ammo crates, Alien structures, Armories, CCs) could be selectively de-welded to keep what sharp corners are desired, while allowing the rest to round out and look shibby in-game.

    If I could be sure that the animations wouldn't be broken (they shouldn't), and that it'd be received well and possibly moved to the standard models so us Truformers don't get model-consist errors playing with the standard models with TF optimizations, I'd even consider going through and fixing 'em myself. Only problem is, I'm not fully sure which parts ARE desired to be sharp-cornered, even on the Marine player models.
    Well... that and figuring out how to unweld in Milkshape, given that my other 3D packages choke and die on importing skeletons. :b
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    Hey tail, maybe try out a trial run?

    Pick a model with which you think the difference between the three states (off, on+broken, on+fixed) is significant, and try fixing it to see what is affected. You never know, if you prove it can be done easily and with no side effects (on or off), popular support for it might arise! Or, you could do them yourself <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Hope to hear more, TruForm is a big difference, and shouldn't be ignored by the NS modelers.
  • disqdisq Join Date: 2002-11-30 Member: 10312Members, NS1 Playtester
    Truform is nice. But there's only one way to "convince" most of the people that it is. After playerbase wants Truform support, then i'm sure the dev team will support Truform.

    Just "fix" some models to display right in Truform, take before/after screenshots, post it here, compare.

    I'm sure people will like it.
  • EnemyWithinEnemyWithin Join Date: 2002-11-03 Member: 5572Members
    I just hope that ATI will fix the v3 Catalyst drivers so that you can actually set ati_npatch to something other than "0" and get reasonable framerates. Someone mentioned that the v2.5 drivers run HL great. Anyone have any good luck with the v3.2 drivers (beside the known issue of ESC or ALT-TAB = lockup)? The 9800 Pro *should* give me a straight 100 fps all the time, but that doesn't seem to be the case for me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    edited April 2003
    I have news! I emailed Cory Strader, lead NS artist, about the possibility of TruForm support, and while the simple answer is "no", he did say something that I hoped very much he might say. Here's his reply:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hi Adam,

    I appreciate your suggestions on this topic, but at this time we have no
    plans to support Truform.  Though it may not seem like it, it is actually
    quite a time consuming process to go into each and every model and figure
    out all the vertices that need to be un-welded in order for the models to
    view properly in trueform.  I also have concerns about the effect this may
    have on the animations, as well as possible performance issues beyond the
    extra 100k file size.

    At this stage it doesn't make sense to spend the time and energy into
    supporting something which adds a small visual enhancement  to the game for
    a small segment of our playerbase, when we could be spending the time
    getting new art into the game.

    This isn't to say that we are completely closed to the idea, I would just
    need to see definative test results showing that making the current models
    Truform friendly will not break anything, as well as seeing comparisons
    between regular NS models and truform NS models to show whether or not the
    difference in quality is noticeable enough to warrant the time and extra
    file sizes required.

    Thanks.

    --Cory Strader<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <b>The key part here is his last paragraph; if someone will step up to the bat and fix a model or two, we might get TruForm support!</b>
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Heh. That one's easy. The most visible 'problem' structures are the Marine buildings.. especially the TF and Armory.

    Visual impact would be greatly improved, but the frame-hit seems to be getting everyone down, for some reason. I can understand it on my R9000 Pro, as the Truform stuff was moved into software (aka: off the chip, into driver-emulation, heavy CPU hit) but the heavier cards should deal with it, no problem. Not sure how well I could do it and preserve the animations though, even if I could get the TF looking like something that should be supporting turrets, and not a VW Bug.

    Obviously, the turrets themselves (excepting Sieges) would be completely unwelded given how much they're spammed, and how little visual quality would be gained due to the near-lack of curves that are *supposed* to be there.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    <!--QuoteBegin--Talesin+Apr 29 2003, 07:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Apr 29 2003, 07:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Heh. That one's easy. The most visible 'problem' structures are the Marine buildings.. especially the TF and Armory.

    Visual impact would be greatly improved, but the frame-hit seems to be getting everyone down, for some reason. I can understand it on my R9000 Pro, as the Truform stuff was moved into software (aka: off the chip, into driver-emulation, heavy CPU hit) but the heavier cards should deal with it, no problem. Not sure how well I could do it and preserve the animations though, even if I could get the TF looking like something that should be supporting turrets, and not a VW Bug.

    Obviously, the turrets themselves (excepting Sieges) would be completely unwelded given how much they're spammed, and how little visual quality would be gained due to the near-lack of curves that are *supposed* to be there. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I think the thing to reassure everyone of, and maybe this can be backed up with testing, is that making the models compatible will not give a framerate hit UNLESS you enable TruForm; people with it off, or incompatible cards, shouldn't notice a difference.

    As for the turrets, I think they could benefit, but I think testing would have to be done to see what kind of a framerate hit would be had with and without them "TruForm'd". There are several places they could benefit, such as the magazine looping around the back, and the central barrel part at the front of the gun that spins.

    I suppose there are two first steps that should be taken:

    1) Completely unweld some or all of the models and compare framerates to see if non-truform cards would be affected in any way (speed wise)
    2) Modify one or two models to support TruForm and make a side-by-side comparison with the original to show the visual difference.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    There would be no speed hit, as the exact same polys are being drawn The only (tiny) bit of additional overhead would be loading in a couple of duplicate vertices, which any modern (read: can run Half-Life) video card can deal with quite easily.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    edited April 2003
    <!--QuoteBegin--Talesin+Apr 29 2003, 11:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Apr 29 2003, 11:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There would be no speed hit, as the exact same polys are being drawn  The only (tiny) bit of additional overhead would be loading in a couple of duplicate vertices, which any modern (read: can run Half-Life) video card can deal with quite easily. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Theory and reality might be the same, but sometimes you have to prove it to people none the less <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • AliceyAlicey Join Date: 2003-02-17 Member: 13662Members
    Someone could always go and make them, then have them as a seperate download for those who want them.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Down side being, they'd still trip the model consistency check, unless they were adopted as full models included with the mod. I prefer playing on consistency-enforce servers so I don't have to worry about some jerk running around with bright orange Alien models, and bright pink Marine models. Both two or three times longer/taller than they should be.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    Are there really that many force-consistancy servers out there? I was under the impression that people didn't like it because it was too buggy (like the whole shell.mdl problem way back)?
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Shrug, I'd rather NS run fast then be pretty. Besides, it's all about the gameplay anyhow.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    <!--QuoteBegin--taboofires+May 1 2003, 02:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ May 1 2003, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Shrug, I'd rather NS run fast then be pretty. Besides, it's all about the gameplay anyhow. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    In that case, if the TruForm fixes were to be implemented, simply leave TruForm disabled for no performance hit. Those who want the higher poly models can enable TruForm.
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