Opinions on how this procedure affects a correctly modeled DIF
by Julio Jesus Guerrero Deschamps · in Artist Corner · 09/09/2008 (11:46 am) · 3 replies
Hi guys,
I need some opinions on this procedure just to check if I'm not doing something stupid with my DIF models.
I'm an architect and my main activities are compromised of project visualization, and I'm trying to use the TGE as the real-time engine for architectural models. Anyways, please check this modeling/exporting procedure, and tell me if this affects the correct production of a DIF file.
1) Model the construction with Lightwave. Let's say that one layer is destined for the detailed polygonal model of the construction, other layer uses convex planes as collision objects for the construction (walls, stairs, etc.)
2) Use LW Layout and the corresponding DTS exporter to produce a static mesh out of the detailed model with collision bounds for it -out of the convex planes layer.
3) Check the model with Torque ShowTool Pro. The model shows no problems, everything is in place including textures.
4) Import the model using Constructor. Export it as a DIF file.
5) Get the DIF into the tutorial.base example as an interior and place it in our virtual world. Everything works out. Collisions work, lighting works, textures come out great (I use baked textures produced with Lightwave.)
The purpose of this is to have interiors where I can acces them from the outside through openings (doors,) then get inside them and navigate the construction completely. I've had no problems with FPS dropping for small 4-5 room constructions, or TGE crashing. I just want to know if what I'm doing is producing a fully working DIF file, because I'm planning on making really complex DIF models that I'd like to take full advantage of a DIF file. For example, I read that using portals optimizes rendering since it takes out of the rendering procedure models that are not seen (for example, rooms, furniture, etc.) But I cannot assing a portal to my models since Constructor only sees it as a static mesh, nor I have found a way for Constructor to open the DIF file it exports.
Thanks in advance for your comments.
I need some opinions on this procedure just to check if I'm not doing something stupid with my DIF models.
I'm an architect and my main activities are compromised of project visualization, and I'm trying to use the TGE as the real-time engine for architectural models. Anyways, please check this modeling/exporting procedure, and tell me if this affects the correct production of a DIF file.
1) Model the construction with Lightwave. Let's say that one layer is destined for the detailed polygonal model of the construction, other layer uses convex planes as collision objects for the construction (walls, stairs, etc.)
2) Use LW Layout and the corresponding DTS exporter to produce a static mesh out of the detailed model with collision bounds for it -out of the convex planes layer.
3) Check the model with Torque ShowTool Pro. The model shows no problems, everything is in place including textures.
4) Import the model using Constructor. Export it as a DIF file.
5) Get the DIF into the tutorial.base example as an interior and place it in our virtual world. Everything works out. Collisions work, lighting works, textures come out great (I use baked textures produced with Lightwave.)
The purpose of this is to have interiors where I can acces them from the outside through openings (doors,) then get inside them and navigate the construction completely. I've had no problems with FPS dropping for small 4-5 room constructions, or TGE crashing. I just want to know if what I'm doing is producing a fully working DIF file, because I'm planning on making really complex DIF models that I'd like to take full advantage of a DIF file. For example, I read that using portals optimizes rendering since it takes out of the rendering procedure models that are not seen (for example, rooms, furniture, etc.) But I cannot assing a portal to my models since Constructor only sees it as a static mesh, nor I have found a way for Constructor to open the DIF file it exports.
Thanks in advance for your comments.
#2
09/09/2008 (3:15 pm)
Actually, the planes as collisions do work. Everything I listed here works. Just wanted to get some input about this method to produce optimal DIF files. But you point out something I didn't consider or knew about, David... which is the collision objects limit. If anyone happens to know about this regarding Constructor and import limits, or could point me to a document that elaborates on this, I'll appreciate it a lot.
#3
I'll use Constructor to model my projects and use Lightwave to produce the baked textures and model complex DTS files... had to learn the hard way :)
09/11/2008 (9:17 am)
Never mind, already hit a limit...I'll use Constructor to model my projects and use Lightwave to produce the baked textures and model complex DTS files... had to learn the hard way :)
Associate David Montgomery-Blake
David MontgomeryBlake
EDIT:
Ah, I missed the DTS export step. Your collision boxes have to be convex hulls. If they are just planes, they will probably not work, AFAIK. I've never tried, though, but I believe they have to be convex shapes. You may also run into limitations on the amount of collision shapes that you can have (I know different DTS exporters have different limits, but I do not know if Ctor has them).