Game Development Community

Too many details for mesh?

by Daniel Coelho · in Artist Corner · 05/21/2007 (12:13 pm) · 7 replies

I'm getting this error when exporting a character with it's animation in 3ds Max8, can anyone give me a light?

It's a Editable Mesh with Skin Parameters only, with around 4000 faces (I've heard the orc from Torq is around this too). Help please ^^

#1
05/21/2007 (12:21 pm)
I'm not a Max user so, this may not be of much help. Generally with all of the exporters, you can get by with up to 10,000 triangles per mesh. Any more than that and you run into problems. Just curious . . . how many LODs are you using?
#2
05/21/2007 (12:24 pm)
Sorry but I'm a noob when it comes to this... what's LODs and how do I check it? XD
#3
05/21/2007 (12:29 pm)
Double Post, LOD = Level of Details?

By pressing 7 on the object? It says 3996 faces, is that it?
#4
05/21/2007 (2:33 pm)
I believe you are limited to 20 detail levels on the DTS shape. Keep in mind this also includes collision meshes, since they are also considered as a detail level as well.

Logan
#5
05/21/2007 (2:57 pm)
@Daniel,

LODs probably aren't the issue, but I was kind of curious about it.

LODs are generally low to high quality versions of the same object built within a DTS file. In a typical game, a tree might have several LODs built-in. At the farthest distance away, the tree might only appear as a plane (two triangles forming a billboarded object). At closer distances, the object would be switched out with higher quality versions of the same tree until you get to the highest quality version.
#6
05/22/2007 (7:00 am)
In that case, one Level of Detail only... I was thinking in adding another later, as I was said it's good to have another low quality character when the camera is too far from it.

I was testing and noticed that I get this error when there's too many objects / large object on the scene, even if I'm selecting only one to export. Managed to export a scenario by separating it in small objects, but I can't do this with a character -_-'
#7
05/22/2007 (10:26 am)
Ah, I think I got it... it had to do with the names of the objects, I guess.

Thanks, and sorry the trouble ^^