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Big Building from single *.dts (scene) , a few object in scene with LOD's

by beyond · in Torque 3D Professional · 07/15/2010 (11:47 am) · 9 replies

Hi , I can't clearly understand ?

I need to load big scene *.dts file, which contains (many objects, which have a LOD's)
I not using BSP(.dif) , is it right? I need ... StaticShape or TSStaticObjects in big scene...(building) All objects in building have a LOD's , but it can't right are switched, because all LOD's are switching from center of whole scene(pivot of *.dts scene), rather then from position certain object having LOD's in this scene...

How I can solve this problem?
How to right exporting from maya, or may be to right importing or .....may be settings scene or game engine?
Thanks!...

#1
07/15/2010 (12:04 pm)
LODs are defined on the pixel size of the entire mesh, meaning you cannot LOD sub-meshes of your mesh individually. The fact that you are not using .dif files is good, because it seems that each face in a .dif interior use 1 draw call, which is not good.

The solution to your issue would be to export all the separate parts of your scene into different .dts/.dae files, and then put them together in the editor.
#2
07/15/2010 (12:12 pm)
Yes, i understand it, ... but i think that it not realy right...

decision:
1. write script for exporting
2. level disigned will be indignant ))) because all objects export in center(0,0,0) ...

please recommend more or less reasonable decision?

i think about write the script for export from Maya ...

thanks for answer!
#3
07/15/2010 (12:39 pm)
reading: i was try to export scene by single objects ..

3 cube coordinates -10,0,0 0,0,0 10,0,0

import in torque editor, all objects state visual in one and same place
but its coordinates are -10,0,0 0,0,0 10,0,0 ...


#4
07/15/2010 (12:51 pm)
Ok, not sure if i understood what your question is, but if you (let's say) have 3 buildings to export separately;
First make a new scene,
Then place one of the three building in that scene,
Create the hierarchy with a bounds that is only covering the building,
Export your model,
Go to the toque editor and place the building,
Do this with the two following,
Last position them like in the maya scene you have.

This way you'll have your LODs working correctly.

I hope I haven't misunderstood your question, in that case I'll leave this question to someone else.
#5
07/15/2010 (1:06 pm)
my example for simple understand)

ithinks , that you right me understood, but how to export and import ,
that objects will state in the same coordinate as in Maya?
Or it's no possible and i must to place each object in torque editor ?

Hm ... if building contains 1000 single objects? its very long time...

thanks ... and sorry for my english.
#6
07/15/2010 (1:22 pm)
Quote:that objects will state in the same coordinate as in Maya?
Or it's no possible and i must to place each object in torque editor ?
It is only possible if the bounds they are using has the same scale and position. This way the bounds becomes the coordinate system, but i think this will ruin the LOD system. Therefore it is not recommended to do =/.
#7
07/15/2010 (2:14 pm)
thanks , but i can't understand , how import scene ,which contains very much objects amount ... 1000-2000 , which have a LOD's!
and not to collect this scene in torque level editor ... :/

signifies engine is not provided for greater scenes and correctly worked LOD's , only correct work for single unit ..... or small small group ,in which we never shall be able to look from one sides in another (((((((((

probably, it is necessary to dig engine and rule such obvious bug or
export from Maya single unique objects to *.dts , and from whole scene to file mission ....
#8
07/15/2010 (2:44 pm)
1 object is just that = 1 object, regardless of number of submeshes.

Try exporting/importing individual objects as a collada --- collada "might" be able to preserve position/rotation.

note: collada import/convert on 1.1b1 is broken - 1.0.1 is okay.
#9
07/15/2010 (4:23 pm)
great thanks.... will you plan hereinafter to import from (dts || dae)
WHOLE SCENE with contains many objects(it's objects have a LODS) ?

i want to load whole scene(import dts||dae) and do not build(collect all together) it in torque editor.....

thanks!