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Skyline Forums • View topic - Concrete Barrier
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Concrete Barrier

Concrete Barrier

Postby epsilonion » 16 Mar 2015, 07:50

Last edited by epsilonion on 13 Apr 2015, 14:00, edited 3 times in total.
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Re: Concrete Barrier

Postby AuShadow » 16 Mar 2015, 08:34

I'll have a look and see if i can reduce file size without dropping quality
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Re: Concrete Barrier

Postby AuShadow » 16 Mar 2015, 08:44

found a major saver already, all your images are doubled up as well but the big one i found was your fbx file was 50mb, thought was large for small low poly model so imported to blender and re- exported as an fbx and now its 26.1kb!!!!!, also for small models your jpg's are huge, 3000x2000, i try and always use power of 2 , so 512x512, 1024 x1024, 2048x2048 and so on, and for small non major entity's saving memory is key so would use max 1024x1024 for this one.

Edit, I removed the TGA's re -exported the model, left the jpg's the size they were and now it total's 4.41MB, if i get time i will put in skyline, make a preset and material and re-host here for you

EDIT2, , theres a modified <5mb version, texture in skyline needs work for the preset but all i had time for today
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Re: Concrete Barrier

Postby epsilonion » 16 Mar 2015, 09:06

cheers mate, I was keeping the tga's in there because of the loss of quality when compressing to jpg.. :D

thanks again
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Re: Concrete Barrier

Postby AuShadow » 16 Mar 2015, 09:07

np, i think the main issue was your fbx file being 50mb, not sure how that happened might be the way hexagon exports?
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Re: Concrete Barrier

Postby epsilonion » 16 Mar 2015, 09:18

may be cos i used FBX 2015?

I dont know.. lol will keep an eye on that..
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Re: Concrete Barrier

Postby SolarPortal » 16 Mar 2015, 11:19

Seems like plenty of things are happening :)

50mb for an FBX file :shock: Usually meshes of around 200,000 polys and multiple materials create file sizes that big.

DDS are the best texture formats and they are lossless meaning good quality and low file size. Way better than TGA.
DDS also takes less time uploading to the GPU meaning faster rendering and they have built in mip maps that show lower sizes are further distances boosting more performance again.

Nice barrier though, it is good to see the asset store filling up. :D



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Re: Concrete Barrier

Postby TattieBoJangle » 16 Mar 2015, 11:23

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Re: Concrete Barrier

Postby epsilonion » 16 Mar 2015, 11:26

Yeah I downloaded the PS plugin for that a while ago and installed it a few hours ago.. :D
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Re: Concrete Barrier

Postby SolarPortal » 16 Mar 2015, 11:36

The texture name with spaces; i'm wondering if its because of a basic material or not.
Still working on the texture spaces/duplicate resources though inside the engine, trying to find time to get all these jobs done is difficult, but we will get there ;) ( thanks to our stubborn nature lol :P)



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Re: Concrete Barrier

Postby epsilonion » 17 Mar 2015, 12:45

I keep forgetting to take the spaces out... lol

on the list of things to do.. :D

at least there out there for people to use.. :D
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Re: Concrete Barrier

Postby SolarPortal » 17 Mar 2015, 13:06

yep, no problem. i think it will be fine.
Even just adding a readme with instructions might help save some confusion :)



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