LOD settings
by Harvey Greensall · in Torque Game Engine · 01/21/2006 (6:45 am) · 4 replies
Hi all...
I've got a model with 3 levels of detail. 2, 64, and 256. Exported it exactly as it states in tutorials etc, and in the showtool it works fine when you move the slider left and right etc. so fine so far.....
here is the problem..
When I zoom in either in the showtool or TGE the smallest LOD is fine, then as you zoom in, next one kicks in when the model is about 44 pixels, and the 256 LOD kicks in at about 62 pixels...
Does anybody know what I need to do to get them to appear as they should when they should? ie. first one kicks in at 64 pixels ,and the highest at 256?
Thanks in advance..I'm sure this is simple but it's driving me up the wall..
harvey
I've got a model with 3 levels of detail. 2, 64, and 256. Exported it exactly as it states in tutorials etc, and in the showtool it works fine when you move the slider left and right etc. so fine so far.....
here is the problem..
When I zoom in either in the showtool or TGE the smallest LOD is fine, then as you zoom in, next one kicks in when the model is about 44 pixels, and the 256 LOD kicks in at about 62 pixels...
Does anybody know what I need to do to get them to appear as they should when they should? ie. first one kicks in at 64 pixels ,and the highest at 256?
Thanks in advance..I'm sure this is simple but it's driving me up the wall..
harvey
#2
I wonder if there's a way round this?
01/21/2006 (10:21 am)
Yes, the export is just a shape. I've exported many times trying to get it to work the way we want it, but does the same thing.. I wonder if it's just the exporter then as you say. Thanks for your help by the way....I wonder if there's a way round this?
#3
*shrug*
01/21/2006 (11:38 am)
In fact... Is there anywhere I should be letting the exporter know that 2 = 2 pixels, 64 = 64 pixels etc. or does it just do it? ? or a tickbox I should have checked etc? I've tried with other models too, and the same thing is happening...*shrug*
#4
mesh256 would need detail 256
..the long and the short of it is.. send me the file if your a 3d max user and ill look it over for ya.. these things are normally just lil hiccups..
mrludorama (.AT.) gmail.com
butcher the appearance of the mesh as much as u like if your worried bout that type o thing.. just leave the structure intact
bsides that posting a picture of your hierarchy would be a good thing.. (shows what bit is linked to what bit)
if your a max user there are even scripts to automate this process.. even if u aint a max user reply and we will see what can be done...
01/21/2006 (1:12 pm)
Em.. every level of detail needs a detail marker and vice versa..mesh256 would need detail 256
..the long and the short of it is.. send me the file if your a 3d max user and ill look it over for ya.. these things are normally just lil hiccups..
mrludorama (.AT.) gmail.com
butcher the appearance of the mesh as much as u like if your worried bout that type o thing.. just leave the structure intact
bsides that posting a picture of your hierarchy would be a good thing.. (shows what bit is linked to what bit)
if your a max user there are even scripts to automate this process.. even if u aint a max user reply and we will see what can be done...
Torque Owner Barry Gallagher
not sure how it was resolved...
i would suggest just re-exporting to be honest.. the exporter occassionally causes errors for no reason ..as gg says its a quick and easy tool that was made to do what they wanted for tribes.. its not a commercial tool overchecked for possible errors... so sometimes it just messes up..
generally re-exporting will do fine ..
i assume this model is a shape and not a rigged character ? .. there are differences in how you setup both types