View Full Version : [Module] No Building Graphics for RoM 2.6x


zappara
Apr 30, 2009, 12:25 PM
I've made small module for RoM 2.6x which disables most normal building graphics. This can save huge amount of graphics memory and could help avoiding some MAF situations in late game. Unzip the module to 'Rise of Mankind\Assets\Modules\Custom Buildings\' -folder. Wonder graphics still remain visible even when this module is enabled and few buildings such as Aqueduct, walls and Arcology buildings.

cr0ws
May 01, 2009, 02:41 PM
This sounds like a good idea, maybe it can be added as a markable option in the game launcher?

zappara
May 02, 2009, 10:57 AM
This sounds like a good idea, maybe it can be added as a markable option in the game launcher?There's no way to make that happen. Buildings always use the art define which is loaded last.

Psyringe
May 04, 2009, 07:29 AM
Thanks, it's nice to have a way to speed the game up by removing "fluff" like building graphics.

If you're interested in reducing the memory footprint even more, here's another idea: Theoretically it must be possible to drastically reduce the polycount of all units by rendering them as billboards. By this I mean, make the mesh of each unit a simple flat cuboid, standing upright on its smallest face, and render the unit as a texture on the front and back faces. I don't know how difficult this would be though. It *might* be easy if the NIF tools have a "render to texture" feature and some means to automate the process of doing that for dozens of units.

zappara
May 06, 2009, 09:55 AM
You mean like old-time sprites, f.ex. like in Duke Nukem 3D? ;)

Not sure if it's possible with this game engine...

For now it should be enough to reduce graphics by enabling this module, enabling static leaders module and disabling civ specific unit art styles.

Psyringe
May 06, 2009, 01:50 PM
You mean like old-time sprites, f.ex. like in Duke Nukem 3D? ;)

Not sure if it's possible with this game engine...

The pieces would *look* like sprites, but technically they'd be meshes and textures, hence it's definitely possible with the current game engine.

Do you know the old board game Stratego (http://media.ksfy.com/images/stratego.jpg)? Its game pieces are similar to what I proposed. Every piece has the same very primitive shape, they are just painted differently. If you made a 3d computer version of Stratego, you could use one single, very primitive mesh for all the pieces, and just use a different texture for each different piece. This would cut the polycount down dramatically - if you used the most simple shape possible (a cuboid), then every unit would have only 12 polygons.

But I agree that you already did a lot to reduce the memory footprint and GPU workload for the players who need that - I just thought I'd throw the idea in in case you'd want a drastic further reduction. :)

zup
May 12, 2009, 09:16 AM
I am conflicted, I want cool shiny graphics, but I want performance as well. Perhaps I'll give it a shot.

Chiyochan
Jun 07, 2009, 09:49 PM
i actualy asked for this in the mod thread a while back, can you tell me how you did it? i would like to modify it a bit, i still want religious buildings visible.

zappara
Jun 09, 2009, 06:24 AM
i actualy asked for this in the mod thread a while back, can you tell me how you did it? i would like to modify it a bit, i still want religious buildings visible.

In building art defines file I changed all normal building graphics model to point to file Art\Empty.nif which is basically empty model file. To get the religion building models you'll have to copy their defines from main RoM's building art defines file.

DRJ
Jun 09, 2009, 06:14 PM
Does this work with 2.7test1 as well? I really would appreciate it! :D

zappara
Jun 10, 2009, 06:42 AM
Does this work with 2.7test1 as well? I really would appreciate it! :DIt should work in v2.7test1. It might not work in v2.7test2 due to new xml schema files but I haven't really tested it yet, it might work too...

DRJ
Jun 10, 2009, 09:32 AM
You were right, it works (2.7test1)! :)

I added a screenie for people who might wonder how it looks, if enabled.

Chiyochan
Jun 14, 2009, 11:36 PM
damn, you wherent able to fix that? Do you think theres a way to get it to not try to add in an extra building at all? it looks like currently they just add an invisible building.

zappara
Jun 15, 2009, 03:59 AM
damn, you wherent able to fix that? Do you think theres a way to get it to not try to add in an extra building at all? it looks like currently they just add an invisible building.It's a small problem with LSystem which reserves space from city plot for those buildings. I can change it a little bit so that every "invisible building" takes space 1x1 plot instead of larger plots as they are now.

Chiyochan
Jun 15, 2009, 12:10 PM
It's a small problem with LSystem which reserves space from city plot for those buildings. I can change it a little bit so that every "invisible building" takes space 1x1 plot instead of larger plots as they are now.
if only there was some kind of invisible building that already exists it might be possible to remove them entirely, ...

DRJ
Jun 25, 2009, 07:38 AM
Hello Zappara! Could you please update this very usefull module to 2.7+?
I would really appreaciate it! (maybe even a clickable option like "minor civs" in the menu is possible?^^)

os79
Jun 25, 2009, 09:13 AM
Hello Zappara! Could you please update this very usefull module to 2.7+?
I would really appreaciate it! (maybe even a clickable option like "minor civs" in the menu is possible?^^)

Already included. Go to RoM->Assets->Unloaded Modules, then click on Custom Buildings. There you will see that module. Just move it to Rom->Assets->Modules->Custom Buildings and like Vincentz loves to say, "Simple as that!"

DRJ
Jun 25, 2009, 09:13 AM
Nice! Thx!