ZE gives you stats?
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Null_1138
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ZE gives you stats?
I was playing with ZE today and found something peculiar. In the upper right corner, it gave me stats on my map, such as the FPS for the current view, particles, and some others I don't understand. Here's a few screenies for you:
First, what do they mean, and second, how reliable are they? Last, how do I toggle them on or off?
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- AceMastermind
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Re: ZE gives you stats?
That's pretty cool and extremely useful!
Do you remember hitting any particular combination of keys on your keyboard to activate this?
Do you remember hitting any particular combination of keys on your keyboard to activate this?
- ArkAngel
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Re: ZE gives you stats?
QFT. Also, nice map from the looks of itAceMastermind wrote:That's pretty cool and extremely useful!![]()
- AceMastermind
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Re: ZE gives you stats?
It seems alt+f toggles it on and off according to game_keys.cfg located in data_ABC\Editor\Config\editor
EDIT
I added this to the ZeroEditor Undocumented(FAQ)
EDIT
I added this to the ZeroEditor Undocumented(FAQ)
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Null_1138
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Re: ZE gives you stats?
Ok, thanks. Can you tell me what the others mean though, like "phyobj" and "rendobj?"
- AceMastermind
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Re: ZE gives you stats?
I'm guessing rendobj is how many objects are being rendered in your current view, so if you move the camera where there are no objects in view then it would show 0.
phyobj i'm not sure about, you'll just have to play around with it and make note of the changing numbers.
EDIT
fps = Frames per second
pps = Polygons per second?
ppf = Polygons per frame?
phyobj i'm not sure about, you'll just have to play around with it and make note of the changing numbers.
EDIT
fps = Frames per second
pps = Polygons per second?
ppf = Polygons per frame?
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Null_1138
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Re: ZE gives you stats?
Well, in both screens above, phyobj = 0. It must be something that's not just a simple building (which is all I have ATM).
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MercuryNoodles
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Re: ZE gives you stats?
This is just an educated guess, but, phyobj may mean "physics objects", as in collision meshes. Somehow, I picked this up from my days of attempting to mod another game.
Last edited by MercuryNoodles on Sat Apr 26, 2014 11:44 pm, edited 1 time in total.
- AceMastermind
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Re: ZE gives you stats?
That's exactly what I was thinking at first but then if you look at the second image in the first post with all of the objects it still shows 0 which would indicate that those objects have no collision, so i'm thinking now it may be specific to a certain classlabel like Null_1138 was implying.MercuryNoodles wrote:This is just an educated guess, but, phyobj may mean "physics objects", as in collision meshes...
Also, particles is making me think you may be able to preview attached effects in ZE as well somehow.
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MercuryNoodles
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Re: ZE gives you stats?
I'd considered the same thing, but I think there is a slight difference between how these objects are defined between SWBF2 and Tres. I don't believe it actually counts the collision volumes of a visible mesh, since it's innate to the model, which is counted as a renderable object. I'm thinking that it may be meant to count only objects that act as invisible collision meshes, or anything of that nature.
- Maveritchell
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Re: ZE gives you stats?
The objects shown in the picture have invisible collision, and there is no differentiation between collision meshes attached to a visible model and standalone invisible collision.MercuryNoodles wrote:I'd considered the same thing, but I think there is a slight difference between how these objects are defined between SWBF2 and Tres. I don't believe it actually counts the collision volumes of a visible mesh, since it's innate to the model, which is counted as a renderable object. I'm thinking that it may be meant to count only objects that act as invisible collision meshes, or anything of that nature.
Until you (or anyone) has something that actually flags that marker on, guesses don't really mean a whole lot.
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MercuryNoodles
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Re: ZE gives you stats?
Oh, I'd posted that on my lunch break just to clarify my reasoning, with the intention of testing it when I got home. As it turns out, invisible collision objects don't count as phyobj, but they do count under rendobj. I was under the impression that there was some dependency on whether the object was visibly rendered, or not, within ZE. It was a bit of leap, since I'd forgotten the common folder's stand alone collision objects have a visible corner.
