Step by step:
Extract game resources to folder.
Setup 3ds max path to textures.
Use plugin for 3ds max for import *.geom file from /level folder.
Each material have name of their texture.
I merge it and split to object with names - A01_Beton, A01_Metal, A01_Clotch ans so on.

Next I want ro use AO texture. I Unwrap every object for use AO texture and bake AO texture with mentalRay. For optimization I convert it to 8bit grayscale. Late I think to use 4-bit DDS format with dithering.

It increate batches count, but I think to optimize it (for far objects use simple material)
For export I use DAE format but in some cases it not export UV2 tex coord and I switch to FBX but it also lost UV2 if polygon count >30000.
Performance is good. I now not use LOD for models and other optimizations.
Now only graphics present, physics is missing.
I think to add player code from my older projects and add network code for multiplayer.
понедельник, 6 января 2014 г., 4:53:44 UTC+11 пользователь Lasse Öörni написал: