Truform Friendly Models
zerohaste
Join Date: 2002-11-01 Member: 2003Members
<div class="IPBDescription">Possible?</div> I know in CS you can enable trufrom (tho I'm not quite sure how to, I've read you can), but when you do it bloats the weapons or something to that effect. Is it possible to use truform for NS, as well? And if so, is it possible to remodel the models to be truform friendly?
I'd love to run around NS with truform enabled, so if anyone is up to the task I'd be greatly appreciative. I'll help you test any models you create, if you want.
I'd love to run around NS with truform enabled, so if anyone is up to the task I'd be greatly appreciative. I'll help you test any models you create, if you want.
Comments
It doesn't work with just about everything else.
I was playing with it for a long time, and turned it off to save performance. I immediately noticed a lot of the marine structures looking much improved. Sharp, high tech and cornered as they should.
It would be fantastic if it were player model only, but I think it is built into the exe to do everything bar the weaponry.
It doesn't appear to have an effect on the environment though.
If it's put in right it looks beautiful.
I'll try to find some actualy in game shots of PROPER support of truform to show you guys.
And Chalupa, truform only eats away at your FPS if you don't have a PC that can handle it. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> I can have it enabled in NS and still run at 100fps (the engine won't go higher). And a lot of times developers don't put trufrom support in properly, they truform everything, instead of just what needs to be truformed (character models and such).
EDIT: Here we go. This first one isn't an actual in game shot, it's a demo, but it shows you what Truform does.
<img src='http://maccentral.macworld.com/news/0105/images/trutexmap.jpg' border='0' alt='user posted image'>
Here are some NWN screens. Tho it doesn't have proper truform support, the screens show it's effects well.
WITH Truform
<img src='http://jackyourace.homestead.com/files/With_Truform.jpg' border='0' alt='user posted image'>
Without Truform
<img src='http://jackyourace.homestead.com/files/without_truform.jpg' border='0' alt='user posted image'>
/me dives for cover and throws gun in the bushes
BOOM!
MEDIC!!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
damn you! i was gonna say that!! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
ati_npatch 0 to turn it off
/me dives for cover and throws gun in the bushes
BOOM!
MEDIC!!
<b>Huh?</b>
TruForm adds polygons.
There isn't a video card that supports 'true' curve rendering without pixel shaders. They ALL fake it with extra polygons.
As to why TruForm doesn't work right...
Too many vertices 'welded' together. That's it, the whole reason, right there. You want a part of your model to keep it's sharp edge with TruForm, split the edge there to guarantee that it's a seperate set of polygons. This means sometimes roughly doubling the VERTEX count on a model. Not the polygons, same polygons, just different copies of the same vertex, which keeps ATI's TruForm (also known as NPatch) from getting confused.
TruForm adds polygons.
There isn't a video card that supports 'true' curve rendering without pixel shaders. They ALL fake it with extra polygons.
As to why TruForm doesn't work right...
Too many vertices 'welded' together. That's it, the whole reason, right there. You want a part of your model to keep it's sharp edge with TruForm, split the edge there to guarantee that it's a seperate set of polygons. This means sometimes roughly doubling the VERTEX count on a model. Not the polygons, same polygons, just different copies of the same vertex, which keeps ATI's TruForm (also known as NPatch) from getting confused.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hah! See? I'm right! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->