Game Development Community

More LODs *lol

by Jan Sorensen · in Artist Corner · 11/03/2005 (3:28 am) · 12 replies

Hi all..

I'm work with Max 5.1 and I use the newest version of the DTS exporter I can find here on Torque (DTS v. 1.24 of Dec. 12 2004), my "MultiRes.dlm" is the orgn. from Max 5.

Normally I don't have problems with my figures in Max and the export of them, but now I have a problem with LODs.

I have setup 3 levels of LODs, 128, 64 and 2 as a experiment, my schematic view looks god with 3 levels of details and its works okay in the Torque Show Tools, but in the game,, not ?? There is only one level to see.
I have make the same experiment with the "SimpleShape6.max", but with the same result..

Therefore my question number 1 is:

Where can I get a copy of "MultiRes.dlm" from Max4 there not say: "Page not found". Some people says its work better with LODs also for Max 5.

Question number 2:

When,, where shall I use "Adjust LODs" ? I have make a bottom in top line of my screen in Max with the script and I have edit the 3 lines in the script as descript some place here in the forum, but nothing happen when I activate the bottom ??

Question number 3:

Is it necessary for me to use "Multires::" parametric some place, if yes, can somebody on "a dummy level plan" *lol* explain for me, how I use it. In the .cfg file ? In the mess name in Max ? In the texture name or ??

I'm are close to the suicide solution, so please help me, my tree need LODs...

Best regards Sørensen Denmark.

#1
11/03/2005 (9:56 am)
A1: You would need a copy of Max4 to have access to the Multires.dlm file from Max4. This file cannot be distrubted seperate from the Max4 package as this would be in voilation of the EULA.

A2: Use Adjust LODs macroscript wherever you need to use a multires modifier to generate multiple LOD data from the same mesh. Did you remember to remove the last "}" at the bottom of the script too?

A3: Simply prepend "MultiRes::" to your nodes name. For example if your character model was called player then you would need to name the snapshot version of the model "MultiRes::player" and link it as a child to "player"
#2
11/04/2005 (2:00 am)
Hi Foster and thanks for answer.

Answer to A1:
I don't have new 3000$ for a Max4 version so that part of my tread stops here... but how important is "MultiRes.dlm" from Max 4 for me ? Is it total impossible to use "MultiRes.dlm" from Max 5 ? If yes, rest of my quest is of course unnecessary.

To A2:
I have edit (remove) the 3 lines:
Line 1 > macroScript adjustLODs category:"Torque_Tools" tooltip:"Adjust LODs" <
Line 2 > "{"
And the last line in the bottom of the script > "}".

After I have restart Max, my new (again ineffective) button is total disappear from the button top-line in Max ?

To A3:
Uhhhh,, I will read more about "Snapshot" some place here in GG.

Last:
Is all this thing we have talk about necessary for the exporter to work, or just some of them ?

Sorry for writhing Danish with English word *lol*.

Best regards Sorensen.
#3
11/04/2005 (5:18 am)
It is not necessary to use MultiRes. You can manually create the LODs (in general they are going to be better when made by you rather than automatically generated).
#4
11/04/2005 (8:31 am)
@Matt

A question , why is there no working exporter for the max5 or 5.1 .. .
All other versions are there but not this one.
The version on the artist page crash max5 badly if you not using the max4 multires.
#5
11/04/2005 (9:45 am)
I believe that there is a build of the exporter here on the GG site (in the forums) for a Max5 specific build of the exporter.

The reason why you needed Max4 multires in Max5 was only if you were using the Max4 exporter in Max5.
#6
11/04/2005 (10:22 am)
@Logan

But on the artist page there is a exporter tagged as max4/5 or something , but still only working for
max4 what i understand.
If there is a version in the forums why not put it there.
I dont have a problem with this ,but many others have.
#7
11/04/2005 (12:29 pm)
Hi Matt and thanks for your proposal, but have you any idea, where I can read about "Manual LODs", for "automatic LODs" is not for me and Max5.

@Billy L... Yes Max and me is also full of wondering.
#8
11/04/2005 (1:46 pm)
Personally, I use Polycrunch to aid in manual LOD. There are other plugins that do the same thing, and probably some are free. I find it better, as Matt F. states, because you can never really be sure if 97% or 96% is the proper LOD for your mesh. 96% may collapse some crucial part, causing it to look ridiculous. In a manual tool, you can play with the slider, stopping when it hits that perfect spot between crap and acceptable. You can then take the mesh and manually touch it up here and there for something closer to perfection.
The pros of course have their own better methods, but newbie to newbie, this one works, works reasonably well, and is very easy.
#9
11/04/2005 (6:05 pm)
Jan,
First section of the dts docs where it shows you how to create a "Simple Shape with Detail Levels".
#10
11/05/2005 (8:24 am)
@Matt.. Thanks for the link, but as I can see it is mostly the same explanation as the tutorial from GG: http://www.garagegames.com/docs/tge/general/ch08s03.html and this was here I started.

As descript first in my explanation in this forum, I have try this thing and its don't work for me in my Max 5.1 and the complete confusion,, my LODs works fine in the new Torque Tools, but not in Torque ?? Therefore, there most be "a disconnection" between my brain, Max 5.1, the tools and the DTS-Exporter.

If I understand the situation correct now, so is follow thing necessary for me ?

** Get a MultiRes.dlm from Max 4.0.

** Get a Max2dtsExporter for Max 4 and not Max 5 ? (match to MultiRes from Max 4 ?).

** Find.... and install "adjustLODs.mcr for Max 5 (not for Max 4, its don't work), open and use. Remember to delete the 3 lines..

** Take a "Snapshot" of all my mesh and ? (will read about it).

** Make the necessary detail markers, ex. 2, 64, 128 in Max and give all the mesh a multires modifier...

** Open my exporter cfg and set "=Params::T2AutoDetail 0" to 250.

** Rename all mesh name to "MultiRes::name".

Are you confuse, I am a little, I hate trees with LODs and in the next number I will make same animation,, ohh my Good *LOL*.

@Erik.. Where can I find details about "Polycrunch" or similar plugs *S*.

Sorensen from Denmark.
#11
11/13/2005 (1:14 am)
Okay thanks for answer and maybe I do it a little bit to complicated for my self *g*.

Let us take it from the beginning again.

Step 1:
I have now get a another "MultiRes.dlm", its from 15-01-2001 on 136Kb. (139Kb. maybe the Multires for Max 4 ?). and I have install the "max2dtsExporter.dle" for Max 4 in my Max 5.1 stdplugs map.

Is it okay from here ?
#12
01/22/2006 (6:07 am)
Hi all again, 3 months after the thread has broken *lol*...
*********************************************

I have fund a solution for me and my LODs problems for Max5.1, its principle very simple.

1) I use my standard Max5.1 multires.dlm.

2) And here the trick.. I use the exporter: max2dtsExporter.dle from GGs standard "torque_max_filepack", Folder "max4" (from 9/8 2002 on 584 KB).

All others exporters and "my mistakes" as: "(multires from Max4)", "max5_2dtsExporter.dle" from 14/2 2003 on 1.200 KB, "max2dtsExporter.dle" from 15/1 2002 on 2.308 KB and "max5_2dtsExporter.dle" from (don't sure) on 1.344 KB, all exports not the LODs information correct ??
And here my wondering,, The "Torque Show Tools Prof" tells me, the LODs is okay, with all exporters, but they are not okay in my Torque ??

Just give all your mesh a number, ex. "Tree_a300, Top_a300 (close on), Tree_b128, Top_b128, Tree_c50, Top_c50, and so on, I use 5 step. You must make some experiments with the value of the numbers, because the mesh size also have influence on the value. Open Torque, go in "ghost mode" (F8) and check mesh shift and distance. (you can use not binary numbers)..

I have don't use, "multires modifiers" on any mesh, other multires.dlm, "Snapshot" or "adjustLODs.mcr", I just do it *g*.

Here is my exporter .cfg file for static figures:

//AlwaysExport:

+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms

-Param::findMergeIndices
-Param::computeScreenError
=Params::T2AutoDetail 1

Its work perfect for me and my Max5.1, hope I can help other.
Best regards Sorensen from Denmark.