[Graphic Mod] Varietas Delectat v9.2 [civ specific unit sets]

Yes, I would like a native prophet too. Did not include the current one thanks to its high polycount.

Avain : Zervers modern units frequently have overly large textures, those can easily be reduced. I did so in my mod.

Yes, thanks, I know that. I'm currently in the process of heavy optimizations, I'm currently at file sizes over 300kb. Reducing textures, checking if textures are really used (happens with Zerver that he forgets some not used stuff there).
I'm also checking the polycount, and doing The Coyote's triangularize method. If Sceneviewer's triangle count is any indication, I'm having great success.

I've currently completely redone over 20 units, and even more textures.
And I'll continue, I hope this work is worth it in the end.
 
I'm currently in the process of heavy optimizations, I'm currently at file sizes over 300kb. Reducing textures, checking if textures are really used (happens with Zerver that he forgets some not used stuff there).

Does this raise the memory footprint, or just the HD footprint though ?

I have no idea, always wondered about that myself. As the files do not get used, do they actually get loaded ?
 
Does this raise the memory footprint, or just the HD footprint though ?

I have no idea, always wondered about that myself. As the files do not get used, do they actually get loaded ?

I wonder if anyone from here knows the answer?
 
does lower poly help in reducing the overflow of video memory

to be honest, i have no idea. It would depend how the engine handles the files :confused: but i believe i saw that strips shall perform faster (20-30%), but not so to accept 50% polys or more when stripified

I wonder if anyone from here knows the answer?

i would say as long there is no reference to this textures, the files only raises the harddisk size, but really knowing it is a different story. A quick test would be to add a ridiculus big file to a lot of units and to see what happens ...

I can probably do the texture changes up to do point of merging different textures, now that I don't know how to do.

it depends, in some case it could be done in nifskope (link to the main texture, check the UV, copy the part you need to this texture to an unused slot, adjust the UV - dutchking showed this in one of his tutorials [nifskope UV work]). If rotation, scaling of the UV, or changing alot of different parts are needed, Blender would be better. More or less it´s a kind of puzzle, find a free place on the used texture, paste the part you need for this unit but no there on this texture, adjust the UV). But it´s difficult to say it in general, the 'best' solution is different for different cases

If Sceneviewer's triangle count is any indication

this is imo the correct value for the entire nif, also you can check the size of all needed textures there and the number of objects in the nif
 
Quot Capita updated to v1.1: http://forums.civfanatics.com/showthread.php?t=261143
Now with VD6.0 support and NextWar!

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I found the idea of special forces excellent! It can represent terrorist or other thing like that. But the problem is that it changes the gameplay(this is a new unit after all) so be careful with this kind of added(one is okay but 2 and 3 and 4 and 5 and after this is not the same game!)
 
I found the idea of special forces excellent! It can represent terrorist or other thing like that. But the problem is that it changes the gameplay(this is a new unit after all) so be careful with this kind of added(one is okay but 2 and 3 and 4 and 5 and after this is not the same game!)

Of course it changes gameplay! That's why it's not in base VD;) Base VD is and will always be without gameplay changes!
You can have SpecForces and other new unit classes only when installing the Modern Era Expansion.
 
Thanks for the insights, The Coyote!
I wonder if I pinpointed some critical units in need of UV work - optimization, might you be willing to give them a go?

yes, as much as my time allows it (not too much in the next 2 -3 weeks :( )
 
I started a game with the new version of VD6, but I am still getting memory allocation crashes, l made to the 1930s before it started to act up.

I might have to remove the Leaders of VD. Maybe that would help, but I would rather not have to.

Another thing, the Hungarian Parlament, used to have a animated scene when you built it like other wonders, now you just get a blank blue screen, but it does work other then that glitch. Haven't noticed any other problems yet.
 
I started a game with the new version of VD6, but I am still getting memory allocation crashes, l made to the 1930s before it started to act up.

I might have to remove the Leaders of VD. Maybe that would help, but I would rather not have to.

Another thing, the Hungarian Parlament, used to have a animated scene when you built it like other wonders, now you just get a blank blue screen, but it does work other then that glitch. Haven't noticed any other problems yet.

Yes, I made test runs with VD5.3 + Leaders of VD, and it does cause MAFs (huge FPK art files). That's why I decided to do some dirty work, and made VD6.
Now I need to revisit Leaders of VD, there are possibilities to optimize, but now I'm certain I'll need professional help from the skilled ones (as The Coyote;))
 
I started a game with the new version of VD6, but I am still getting memory allocation crashes, l made to the 1930s before it started to act up.

How big of a map are you playing on, and how many civs are you playing??
 
I use the standard map size. With seven civs including my own, the standard setting. I have in the past added additional civs, but not lately.
 
I use the standard map size. With seven civs including my own, the standard setting. I have in the past added additional civs, but not lately.

That doesn't make much sense then, you should be able to play a full game 17 civs on High graphics no problem, unless you have less than 3 GB of RAM and a 256 MB graphics card??:confused:
 
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