Game Development Community

Level of detail

by ArchonLight · in Torque Game Engine · 10/21/2008 (6:30 am) · 24 replies

I'm trying to get level of detail to work, but every tutorial that I found ends at either exporting from the modeling program, or checking to see if it works in show tools. I use 3DS max, and in show tools it says that it works fine, but in torque the model doesn't change. I made the models significantly different so that I could tell if it was changing the model. I assume that there is some code involved, but I don't know what it is, if anyone could help me I'd be very grateful .
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#21
11/04/2008 (6:52 am)
You dont put it on the animated mesh. You put it on the Clone!
#22
11/04/2008 (7:12 am)
Well Ill give you break down of what our schematic view looks like, we did this as an animation test. @ represent empty space



base01@@@@@blog(randomanimationsequencename)@@@bounds@@@@@@teapotmesh
|@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@|
start01----detail145--detail80--detail60@@@@@@@@@@@@@@@@@@@@@@@MultiRes::teapotmesh
|
bonea
|
boneb
|
bonec
|
bonenub


the teapotmesh has a skin modifier on it, which copies over to multires which is where the linked node rror is coming from. So when i unlink them it exports but the mesh doesnt shsow up inside of showtool, the bones and the animation sequence dos but no object. Any hints??
#23
11/04/2008 (7:34 am)
I could be wrong, on what I Just wrote.
Can you look at the Green Guy, or the Kork example to see how a multres works on the Character.
And use the simple shape tutorial for MUltiRes on a Shape.

Ill have to check later tonight from my home office.
#24
11/04/2008 (1:13 pm)
MultiRes is all fine and dandy, but otherwise it sucks :P IMHO, you are much better off making a few models of differing counts yourself, thereby controlling the look much better. Just as you did with your initial tests, no need for adjustLOD.mcr, unmessMultiResMungedDTS, etc.
Consider... in many cases (characters), simply removing the buttons, belt buckles, etc will get rid of 15%+ of your polies. Multires set at the same 15% removal would tweak the shirt, twist the face, bend the arms wrong, etc.
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