Game Development Community

Blender Export LOD problem

by John Burch · in Artist Corner · 04/24/2006 (11:49 am) · 2 replies

Hi,
I've been using Blender 2.41 on Windows with the DTS exporter and loving the results. But I have a problem with LOD models. If I have one Detail object then every thing is fine. But if I put in Detail132 and Detail64 with a different model in each, then it does not work as expected in Torque. It works fine in Show Tool Pro. The exporter log file says everything is ok and describes the two detail levels as expected. But in Torque engine, the smaller detail level is all you see. If you get right up next to the model ( a fireplug by the way). and use E key in Torque to get a closer view, you can see the high level model. So it is there and looks fine, but LOD is keeping it hidden unless you are less than a meter away and then the object fills the screen.

It's as if the details levels were set to Detail1 and Detail2 and the Detail2 was the low res model.

And it works right in Show tool Pro when you slide the LOD slider.

In Blender I have this set up:


I suspect I just don't know how to set up LOD in a blender file. Anyone see an obvious error?

Thanks,
John Burch

#1
04/24/2006 (12:38 pm)
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#2
04/24/2006 (5:47 pm)
Joseph,
Thanks man. I found the pref::TS:;detailAdust in client/prefs.cs and it was set to 0.45
I had to change it to 8 to get LOD to work somewhat right. Not sure how big something is in Torque when it changes. There must be something else off kilter since no one else has reported the need for such a big detailAdust number. Those other threads were talking about changing it to 1.0 and seeing good behavior.

I'm using 800x600 windowed mode. Before the change, your LOD test1 blend was also showing the same behavior as my models. I could not get close enough to see the last cube. E key would show it. But now with detailAdusted set to 8, your model also works as expected.

Thanks so much for pointing me to these other threads. I'm very grateful for this exporter. It makes Blender my favorite tool for creating content.
John