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setting up LOD for export to toruqe

by Jarrod Coolen · in Artist Corner · 12/05/2011 (12:37 pm) · 9 replies

Hi folks, im looking for an explination on how to setup 3 LOD models in 3ds max into the proper hierchy to work in torque.
Right now i export the 3 models individualy in collada files and then use the torque shape editor to setup the nodes for LOD. but i would liek to know how to do it properly in max. any help is appreciated thank you.

About the author

I live in halifax canada with my girlfriend and our son. I have been teaching myself 3d modeling off and on for a few years, finaly have the time now where i can get serious with it. will model for food btw


#1
12/05/2011 (1:36 pm)
ArtistGuide might be your best guess...?? Need a marker object with same trailing number as geometry and the geometry with trailing number appended to it which represents pixel height to render the geometry.

Marker needs to be above the geometry with trailing number in your hierarchy.
#2
12/05/2011 (1:49 pm)
what do i use for the marker? i tried linking the geometry to a dummy objects but it didnt seem to work properly
#3
12/05/2011 (2:05 pm)
It's been a very long time since I exported with Max to DTS, I think it was a 'helper' object. It may have been on the exporter as well. Things are probably very different now, you'll need to perhaps drop in to the irc chat room and ask a Max artist for the actual 'steps' to doing it.

I 'think' the marker gets linked to the 'base' object in the graph and the geometry in linked to the 'start' object... I don't think you directly link the two in the schematic! The trailing numbers and naming convention do the heavy lifting/linking for the export.
#4
12/05/2011 (2:08 pm)
ok thanks ill play around with it some more and if i still cant get it right ill ask in irc.
#5
12/05/2011 (4:51 pm)
You will need to use Dummy objects, located under the tape measure.
Start with base01---start01----(your other nodes)

Remember all !Meshes! should be attached to base01, while the detail markers (lod) and any animations are attached to start01

NOTE: Use the dummy objects as the detail markers. (Example below)
Base01 --- Start01
-Mesh100 -detail100
-Mesh50 -detail50
-collision -col01 (collision-1 if your using physics)
(colbox if using physics)
#6
12/05/2011 (5:14 pm)
thanks i see where i was goign wrong now i think. i was linking the mesh to the node then the node to the start node.

so what your saying is the nodes should be linked up to start01 and the meshes to base01 and then the numbering of it will match it all up?
#7
12/05/2011 (11:24 pm)
Yes but the only nodes that should be hooked to base01 is start01. Or else the engine may not see it properly. After the ending number should correspond to the detail markers.
#8
12/06/2011 (5:27 am)
thanks for your help, i have gotten it to work properly now
#9
03/13/2012 (3:51 am)
Some of these old TGEA docs provide some useful insight into how meshes need to be set up in 3dsmax to work with the Torque engine:

docs.garagegames.com/artist/official/Overview/Overview.html#Basic_DTS_Hierarchy

docs.garagegames.com/artist/official/3D%20Studio%20Max/Simple%20Shape.html#A_Sim...

www.garagegames.com/community/blogs/view/6069