Need to export more polys using DTS exporter from MAX
by Erifeht · in Artist Corner · 12/05/2006 (11:45 am) · 11 replies
I need to be able to export on average of 200,000 polygons from 3ds to DTS. The exporter currently seems to give out at around 60k. Is there anyone that can help me with this?>
#2
Splitting the models into 2 or more peices is also not an option. Can someone post any suggestions as to how I can approach this? Is it possible to revise the DTS exporter to translate more than 60k polygons?
12/14/2006 (8:01 am)
Unfortunatley, it is imperative that the exporter is capable of converting models with at least 150k polys. I am aware that the for optimal performance this is a very high number for a real-time game, however, it is an issue that will have to be addressed once several models are imported.Splitting the models into 2 or more peices is also not an option. Can someone post any suggestions as to how I can approach this? Is it possible to revise the DTS exporter to translate more than 60k polygons?
#3
one thing we're doing is seperating the model into many "meshes" inside max,
which we then use with the mesh-hiding resource to get mix-n-match clothing for players.
so possibly there's a limit on the number of poly's per mesh,
and segmenting your model into many meshes would help ?
12/14/2006 (8:15 am)
I know we're exporting much more than 60K polys from max into a single .dts file; i think we're doing more on the order of 200K. - i can find exact numbers when i get to work.one thing we're doing is seperating the model into many "meshes" inside max,
which we then use with the mesh-hiding resource to get mix-n-match clothing for players.
so possibly there's a limit on the number of poly's per mesh,
and segmenting your model into many meshes would help ?
#4
Splitting the models into 2 or more peices is also not an option. Can someone post any suggestions as to how I can approach this? Is it possible to revise the DTS exporter to translate more than 60k polygons?
12/14/2006 (8:38 am)
Unfortunatley, it is imperative that the exporter is capable of converting models with at least 150k polys. I am aware that the for optimal performance this is a very high number for a real-time game, however, it is an issue that will have to be addressed once several models are imported.Splitting the models into 2 or more peices is also not an option. Can someone post any suggestions as to how I can approach this? Is it possible to revise the DTS exporter to translate more than 60k polygons?
#5
12/14/2006 (8:40 am)
Another issue is that if more than 1 layer has the same name ie:brickwall the exporter will not export. This is a problem because in 1 file there may be over 2oo layers named "brickwall" for example. Any ideas on a work around? It is not an option to rename layers and it will take days.lol
#6
12/14/2006 (8:41 am)
Orion, any help on your export number and process would be greatly appreciated. Thanks!
#7
our male player has a total of ~126K polys spread over four detail levels.
the highelst LOD has ~63K polys.
i would estimate there's about 120 different "meshes".
- i believe they're called "meshes" in Max, and "Objects" in showtool.
so i guess i was wrong about knowing the 150K limit to be false, sorry,
but > 60K should definitely be doable.
i *think* we've done tests with > 150K polys, but i'm not sure.
i'll ask around.
12/14/2006 (9:25 am)
Hiya - so, according to showtool,our male player has a total of ~126K polys spread over four detail levels.
the highelst LOD has ~63K polys.
i would estimate there's about 120 different "meshes".
- i believe they're called "meshes" in Max, and "Objects" in showtool.
so i guess i was wrong about knowing the 150K limit to be false, sorry,
but > 60K should definitely be doable.
i *think* we've done tests with > 150K polys, but i'm not sure.
i'll ask around.
#8
12/15/2006 (2:13 pm)
Could you give me an example where are you using this huge amount of polygons ? What kind of object this monster ? :o)
#9
well our players are able to mix-and-match a large selection of shirts, pants, shoes, hairdos, etc.
we have about 400 different clothing items per gender, spread out over about 380 meshes.
all these meshes are present in the single DTS model, but we only show maybe 7 or 8 at a time.
try it yourself at themusiclounge.com
12/15/2006 (2:35 pm)
Heh.well our players are able to mix-and-match a large selection of shirts, pants, shoes, hairdos, etc.
we have about 400 different clothing items per gender, spread out over about 380 meshes.
all these meshes are present in the single DTS model, but we only show maybe 7 or 8 at a time.
try it yourself at themusiclounge.com
#10
12/15/2006 (3:00 pm)
If you send me a 200k polygon max file and Ill see where the exporter hangs when exporting and see what can be done about it. Use my profile contact info.
#11
I appreciate the offer, I will send a model to you a.s.a.p. hopefully you'll be able to shed some light on my issuse.
12/19/2006 (10:31 am)
Matt,I appreciate the offer, I will send a model to you a.s.a.p. hopefully you'll be able to shed some light on my issuse.
Torque Owner Thak
Also 200k models are not really well suited for realtime Games, you should cut poly's wherever possible.