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Silgrad Tower from the Ashes
A Question - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Discussions for Silgrad Tower TES IV (Oblivion) & TES III (Morrowind) (https://www.silgradmodding.net/forum/Forum-Discussions-for-Silgrad-Tower-TES-IV-Oblivion-TES-III-Morrowind)
+--- Forum: FAQ Board TESIV. (https://www.silgradmodding.net/forum/Forum-FAQ-Board-TESIV)
+---- Forum: FAQ Archive (https://www.silgradmodding.net/forum/Forum-FAQ-Archive)
+---- Thread: A Question (/Thread-A-Question)



- Saiden - 10-16-2006

Hello all

I am currently creating a gameworld mod of my own and frequently check into thyis web site among others looking for ways to improve the way im progressing through the tilesets I've created..

I have a question concerning worldtesting zones

when you let the cs finish you end up with a file TestAllCells.xls open this in notepad and

1SSXXX1 Interior 173003 1.6 2 0 0 0
1SSXXX2 Interior 13502 1.2 0 0 0 0
1SSXXX3 Interior 48119 3.3 3 0 0 0
1SSXXX4 Interior 13502 0.1 0 0 0 0
1SSXXX5 Interior 128860 2.3 10 0 0 0
1SSXXX6 Interior 96823 0.7 14 0 0 0
1SSTestZone1 Interior 4 0.0 2 0 0 0
1SSTestZone2 Interior 0 0.0 2 0 0 0

you end up with

ZoneID Int/Ext and 6 numbers

1) total face count
2) unknown cant find anything to explain this number
3) total lights in the zone
4-6) always seem to be 0 no matter what.

i was wondering if anyone has any ideas about what #2 means

#1 as tested with testzone1 and 2 is indeed face count not poly as I stuck one object into t1 just one place 2 ob faces and 2 collision faces and its reads out 4 faces
now why they programed it to tell total faces together instead of seperate ob and col faces is beyond me as the latter would help out alot more with debugging FPS problems....

which leads me to #2 i was thinking it maybe some ob faces to col faces conversion as in but that is quite impossible considering x1 is made up of beth cave tiles and reads 173K to 1.6 i can believe that its a small zone I quickly created x5 witch is made up of my tileset and reads out 129K to 2.3 that seems to break my first theory about #2 as my tileset collision is basic to the point of being 95% primitives planes and boxes nothing fancy my ob to col faces within max is maybe 3-6 ob to 1 col face.

also this theory is broken because x2 and x4 are exactly the same I dupped the zone and changed nothing but #2 is different for both also between two different worldtests those numbers keep changing...every new test maybe it has something to do with load/cell testing time in seconds...

Question #2 has to do with collision setting is there any single setting that effects FPS in a possitive manner or aggressively bad manner

as the zones I create are broken down far more then beths I've gone as far as seperating out my floor ceiling and wall tiles into seperate nif's doing this actually raised my inzone fully spawned and itemized fps from the terrible 5-15 pre broken to getting 70-100 post broken up in a space that was expanded because of the freedom I was granted from not being vertically limited any longer

I was going to take some SC's but my print screen key wont work in game or even within windows......


- TheImperialDragon - 10-16-2006

Welcome to Silgrad Tower!

:wave:

Perhaps #2 might indicate the # of animated objects in the area?


- Saiden - 10-16-2006

its not the number of activators in zone as only x5 and x6 contain any and they both contain about 10-20 custom made chests, walls, gates, traps, and switches.

im interested in finding out why my tileset with vastly fewer ob faces and greatly fewer collision faces has a worse FPS then a similar beth sized zone --- its drastly different on the terms of 50+ FPS.

I've been breaking up my tiles into 256x256, 512x512, 256x512 floor and ceiling tiles and the walls are vertical literally 8-22 faces for ob and 6-16 for collision on alot of the basic architecture electing to put all of my detailing into seperate pieces so I can give different areas completely different looks with the same tileset