Lod
by Fucifer · in Torque Game Engine · 08/23/2006 (11:39 am) · 5 replies
I having problems setup lods in Milkshape. They seem to be working but only when I am right on the dts. If someone could give me some tips or screen screensshot in milkshape how this is done. I am using this export
ms2dtsExporterPlus. I think have read everything I could find but I am missing something. Thanks.
ms2dtsExporterPlus. I think have read everything I could find but I am missing something. Thanks.
#2
So, for example: Say your single mesh is named "playerMESH" and you want that to be the highest detail geometry to exist, so you might Rename "playerMESH" to "playerMESH128" in the Group Tab[appending the integer 128 to the Group name]. Then, say you had two more detail levels to export with your main "playerMESH128". Name them to "playerMESH64" & "playerMESH32" and that 'should' be all you need to do. Remember to check your Detail levels in the export dialog's Section for just such data. Collision meshes get a 0 detail level by default[??] and you need to edit them to be negative integers for proper export. I was just checking out LOD's on the SDK newAmmo I posted eons ago, which got resurrected recently. Should work. Not certain about animations carrying over to the LOD meshes....
Don't know anything about issues with the Lighting Kit.....
...oh, and of course; you have to manually create the geometries for LOD detail#'s...the .X format viewer has a good generic reducer that keeps the UV mapping pretty well for lowRez models...
08/23/2006 (1:42 pm)
@ Michael: Append your LOD meshes with detail #'s at the pixel size you want the change to occur.So, for example: Say your single mesh is named "playerMESH" and you want that to be the highest detail geometry to exist, so you might Rename "playerMESH" to "playerMESH128" in the Group Tab[appending the integer 128 to the Group name]. Then, say you had two more detail levels to export with your main "playerMESH128". Name them to "playerMESH64" & "playerMESH32" and that 'should' be all you need to do. Remember to check your Detail levels in the export dialog's Section for just such data. Collision meshes get a 0 detail level by default[??] and you need to edit them to be negative integers for proper export. I was just checking out LOD's on the SDK newAmmo I posted eons ago, which got resurrected recently. Should work. Not certain about animations carrying over to the LOD meshes....
Don't know anything about issues with the Lighting Kit.....
...oh, and of course; you have to manually create the geometries for LOD detail#'s...the .X format viewer has a good generic reducer that keeps the UV mapping pretty well for lowRez models...
#3
08/23/2006 (5:04 pm)
Thanks, I will give this shot. Yes, I am using TLK.
#4
TGE Buggy Textured
www.aaronellis.net/LODTGETEXTURED.jpg
TLK Buggy Textured
www.aaronellis.net/LODTLKTEXTURED.jpg
(notice the chunkyness of the TLK buggy)
TGE Buggy Wireframe
www.aaronellis.net/LODTGEWIRE.jpg
TLK Buggy Wireframe
www.aaronellis.net/LODTLKWIRE.jpg
(notice the lower polygon count of the TLK buggy)
All of these shots were taken from the same distance away from the buggy, so there should have been no LOD differences between them. At this point, I'm not sure where I'm going with this, except to show that there is some LOD strangeness in TLK.
08/23/2006 (5:46 pm)
After reading Michael's post again, I realize that I may have completely misunderstood what he was describing. Anyway, here are some screenshots showing the LOD problem I experienced with LODs in TLK as opposed to stock TGE.TGE Buggy Textured
www.aaronellis.net/LODTGETEXTURED.jpg
TLK Buggy Textured
www.aaronellis.net/LODTLKTEXTURED.jpg
(notice the chunkyness of the TLK buggy)
TGE Buggy Wireframe
www.aaronellis.net/LODTGEWIRE.jpg
TLK Buggy Wireframe
www.aaronellis.net/LODTLKWIRE.jpg
(notice the lower polygon count of the TLK buggy)
All of these shots were taken from the same distance away from the buggy, so there should have been no LOD differences between them. At this point, I'm not sure where I'm going with this, except to show that there is some LOD strangeness in TLK.
#5
08/24/2006 (7:08 am)
Thanks. I think I have figure it out but need to test a little more. The lods seem to be switch now like they should.
Torque Owner Aaron E
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