Game Development Community

DTS LOD problem's.

by JBaird · in Artist Corner · 09/20/2008 (9:54 am) · 5 replies

I have been having some problem's with my LOD's not working correctly. My schematic's are fine from what I can see and really it only is having a problem when switching from 'Toilet64' to 'Toilet32'. I have run it through unMessDTS.exe and it hasn't helped either.

When ever I export the DTS and open it in Torque ShowTool pro it has all the level's on it and I can slide it back and forth manually just fine. When I set it to change on pixel size is when the problem comes in. I have to be right up on the model for it to be on the highest level of detail.

The Pixel Size right before it changes to the next level.


Toilet64 to 32: 298.67

Toilet32 to 16: 77.63

Toilet16 to 2: 28.57

img87.imageshack.us/my.php?image=hierarchybo4.jpg

#1
09/20/2008 (6:27 pm)
Your Actual LODS are not supposed to be connected to Start01:
They are to reside the same way as your bounds box is.

If you follwed Chapter 8, and used a multii res modifier you would only have
yourshape_64 linked to Start01, and the Exporter would have generated your yourshape_32
yourshape_16 yourshape_2 seperatley from the hiearchey.
#2
09/21/2008 (10:28 am)
Okay well I just tried doing the multires modifier and it still isn't working out for some reason.

What I did.

-Opened up the 3ds max file with just the Toilet64 model.

-I cloned the model and renamed it Toilet32 and added a multires modifier and lowered the vert precent to 70.

-I cloned the model again and renamed it Toilet16 and set the multires modifier to 40.

-I did the same thing till Toilet2.

-I then Created a bounds and Col-1 to surround the objects.

-embedded the Toilet64 model and attached the Col-1 to start01.

-I then cloned a detail dummy to make a collision-1 under base01

-Then I clicked Whole shapes to save as a DTS.

Here is an image of it in showtool.

img373.imageshack.us/my.php?image=torquedm6.jpg

I have to be fully zoomed in on the object for it to be at detail size 64. If I barely zoom out it jumps to detail size 32 making it where my highest detailed model doesn't show up at all in the game since I cant even get the camera that close to it.
#3
09/21/2008 (3:35 pm)
This is what it should be:

Shape{

detail64{
toilet64}

detail32{
toilet32}

detail16{
toilet16}
}

That's how it is suppose to be. You do not need to put the others in there (unless you have a collision node)
#4
09/21/2008 (6:21 pm)
O.kay go to this link

www.garagegames.com/docs/tge/general/ch08.php

--------


Read Chapter 8 5 or six times.

--------
1.Make sure you have a bounds box
2.Make sure you have a object to export

Take your HIRES Object > Right Click > Properties in USER defined Enter
MULTIRES::DETAILS = 1.0,0.75,0.50,0.25
MULTIRES::SIZES = 128,64,32,2

Collapse your Object to A Poly

Add a multires modifier on it > Hit Generate.

With object selected go to DTS Exporter.
Hit renumber > Enter 128
Hit Embed shape.

Go to Schematic View in Hierarchy mode and you will see

base01
detail128
start01
your_shape_128
your_shape_128
your_shape_128
bounds

Click(highlight) detail128
Hit Control-V Rename selection detail64
Hit Control-V Rename selection detail32
Hit Control-V Rename selection detail2

Now you should see

base01
detail128
detail64
detail32
detail2
start01
your_shape_128
your_shape_128
your_shape_128
bounds

There is no need for you to make different models for each LOD!
THE EXPORTER DOES THAT FOR YOU!
IF you were making your own you wouldnt link them to anything
Except in the case of a player model. They would
look the same as the bounds , not linked to anything.

If you had a collision mesh. Just leave it with the main model.
You have to let the Exporter do all the work for you.

> I have Found <
1) When one LOD fails to work it seems to affect the whole shape all the time.
2) If LOD Wont work strip your file down to what will work. Then build it up
one layer at a time.

------


-Surge
#5
09/22/2008 (1:06 am)
Alright thank's. Is there a reason why my Level of detail would transfer from level 1 to level 2 when Im 2 feet away though? I mean if I have the LOD set to 128,64,32,2 or whatever - so shouldn't it not change from the 128 to 64 till it gets to 64 pixels on the screen?

All the level's of detail work now, but it still doesn't seem right with it switching so close.

This image shows how far away I get till it changes to the second level.

img140.imageshack.us/my.php?image=toiletlodpa7.jpg