Game Development Community

Multires does not work even if I pray for satan

by Associa · in Artist Corner · 07/23/2008 (7:31 am) · 10 replies

Ok, this thing is driving me nuts.

I just can't create players with Multires LOD. Ive tryied every topic, and done everything, even unMessDTS.exe. The result is always the same. No meches or no Multires.

I'm using the Dark Industries Exporter, Ive created an CFG file, and the log file said Unknown parameter "Params::T2AutoDetail", so, I guess the exporter can't handle this.

The exported DTS only have 4k or less.
If I try to link the geometry with the start01, I can see the model, but the multiress does not work (every other LOD shows me nothing)


I must add here that the documentation of several aspecto of the engine is really poor...we stumble into a lot of problems and we can't find anything that even says what that feature stands for.

Sorry if I was mad...

#1
07/23/2008 (7:54 am)
The reason why this would happen is that there are no details registered in your scene (ie. a node called something like detail128, detail2, etc.) which is the child of your scene root (ie. start01, bip01 or whatever the heck you want to call it).

The exact same number used in the detail mesh must either be used as the trailing number for your geometry mesh name, or must be registered in the object properites looking like the following:

MULTIRES::DETAILS = 1.0,0.9,0.66,0.3
MULTIRES::SIZES = 128,64,32,2

Details is the % number that Multires will decimate the mesh, just like you see when you adjust the vertex percentage spinner on the modifier.

Sizes is the detail meshes in your scene. You need to have a size registered for every detail marker, if you do not you will get instances in your model where nothing displays until you go to the next or previous detail level.

Logan


FYI: Most people are actually using the regular DTS exporter, so you might want to switch to it (removing the Pro exporter from your plugins folder). Easier to use, less problems.
#2
07/23/2008 (9:19 am)
Sorry, but there is details registered on my scene.

The geometry have the detail numbers on the User Details as well, since the exporter does that by itself.

I even tried to export that Green Alien model that have on some tutorials on TDN, and even so it won't export correctly.

I'll try the other exporter.
#3
07/23/2008 (10:32 am)
Which version of Max are you using?
#4
07/24/2008 (4:18 am)
I'm using Max 8, even because Max 9 had some problems exporting nodes and mountpoints.
#5
07/24/2008 (8:40 am)
Ditch the Pro exporter, it causes way too many problems for people trying to export data. The regular "non-pro" exporter is simply more reliable and less prone to problems.
#6
07/29/2008 (3:35 am)
If your using the dark industrys exporter why are you using multi res?
It has its own solution built into it. Add some auto detail levels in the manager and your away.

Whats with downing the pro exporters? i've exported characters animations and statics with it without issue
#7
07/29/2008 (8:43 am)
To be quite honest they have problems exporting out the data correctly all the time. Just do a search on the forums and you will see a lot of people with DTS exporting problems that are simply resolved by switching to the "Good, old" exporter.

No one I know works with it because of these reasons, and you are pretty much talking about the most knowledgable and experianced guys that deal with DTS exporting.
#8
07/30/2008 (4:44 am)
No, even using the auto-detail solution on the Dark Industries exporter it does not work, with or without mutires aplied.

This exporter is very easy to use...and would be great if some things acctualy worked, and we didn't have to use UnMessDTS.

The lack of official support on the exporters is very frustrating.
#9
08/21/2008 (5:25 pm)
Is there better documentation on how the object properties and the multires work with one another? What I have seen transferred into the wiki doesn't really give enough details or step by step. I cant use the lod script as it fails to work properly in Max 9. So it seems I have to type this info in manually, but unsure what the entire scene needs as far as how the dummy objects corresponding to LOD names, and what I need to put in the objects properties

Where is the Pro DTS exporter for Max 9 btw? The current Max 9 dts exporter is a beta from 2006, and I have read some errors with it! I mean if its available to subscribers only, I can ask my boss. I would hope for some better tool support for the paying customers!

"The reason why this would happen is that there are no details registered in your scene (ie. a node called something like detail128, detail2, etc.) which is the child of your scene root (ie. start01, bip01 or whatever the heck you want to call it).

The exact same number used in the detail mesh must either be used as the trailing number for your geometry mesh name, or must be registered in the object properites looking like the following:


MULTIRES::DETAILS = 1.0,0.9,0.66,0.3
MULTIRES::SIZES = 128,64,32,2



Details is the % number that Multires will decimate the mesh, just like you see when you adjust the vertex percentage spinner on the modifier.

Sizes is the detail meshes in your scene. You need to have a size registered for every detail marker, if you do not you will get instances in your model where nothing displays until you go to the next or previous detail level."


But what is 128, 64, 32, 2 mean? Are they just random power of two numbers you are using to correspond with the details comma spacing above? Or does 128 correspond with 100% at all times in example? Say like why wouldn't 256,128,64,32 work? Or does the lowest LOD have to be 2 and you work your way up?
#10
08/21/2008 (7:39 pm)
The pro exporter is shit, so don't wish it upon anyone :)


The 128, 64, 32, 2 are the detail markers in your scene, meaning you would have a marker named detail128, detail64, detail32 and detail2. You must ensure you have all the detail markers listed or you will end up with data not displaying when a particular detail level is loaded.

The Sizes value then corresponds to the % number that you correctly surmized is based on the % value you see in the multires modifier. The two values are linked.