Game Development Community

Counter-intuitive behavior in lod export

by Kirk Longendyke · in Constructor · 08/16/2007 (4:23 pm) · 4 replies

This could just be merely my own lack of understanding of the process, but:

Rigged up a 4-lod set of files, and recieved the following behavior:

straight_road_1.clx yeilds:
Detail Level 0
...
  Surfaces:      545

straight_road_2.clx yeilds:
Detail Level 1
...
  Surfaces:      153
straight_road_3.clx yeilds:
Detail Level 2
...
  Surfaces:      6
straight_road.clx yeilds: <- the issue
Detail Level 3
...
  Surfaces:      547

to elaborate: when traversing the file listing, it would appear that rather than ordering the lods per numerical attatchment in this case, it's placing the un-numbered one last (or the lowest numbered one in the cases I've tested via pure numerical listings...)

If it makes any diference, this is with the export to legacy tgea version.

#1
07/05/2008 (12:21 pm)
I too am having this problem. Constructor 1.0.51

3 LOD's: shed_0, shed_1, shed_2
In order for the detail levels to export to dif correctly, I have to load the separate .csx files in this order: shed_2, shed_0, shed_1

and with 4 LOD's: barn_0, barn_1, barn_2, barn_3
It's the same deal: load barn_3 first and then barn_0, barn_1, barn_2.

Is this the way loading and exporting LOD is supposed to work in Constructor?

last->first->next(x)->next(x)

Also, it would possibly be of help if you could actually edit the properties on the "Export LOD list for xxx" popup for Detail # and Min Pixels. Or is there something I'm overlooking? Because it appears to me that I'm only seeing two detail levels in game that transition at the default 250 pixel mark.
#2
07/11/2008 (6:31 am)
If I get a chance, I'll look into it this weekend.
#3
07/11/2008 (5:45 pm)
Question: Do you all have this problem if you use File/Open file set to load the LOD's for you?
#4
07/12/2008 (5:06 am)
Yeah, I have the problem either way: using open file set or loading them individually. The first LOD opened always exports as the last, regardless of actual Detail#.

Is there anything that I'm overlooking that would allow fine tuning of the minPixel setting per detail#?