Game Development Community

Houdini exporting & Triangles

by Chris · in Artist Corner · 01/27/2009 (12:56 am) · 5 replies

Ok we must be missing something simple here we cannot export any of our buildings in houdini to torque, its giving errors about them being drawn with invalid primitives and switching to triangles.

#1
01/27/2009 (1:41 am)
Have you tried to change the primitve type from "Polygon" to "Polygon Mesh" or to "Mesh"?
When you do this you can change the "Connectivity" to "Triangles" in the geometry level.

EDIT: Or maybe you can use a convert node to convert the geometry type of your object but I didn't try this.
#2
01/27/2009 (2:19 am)
Ok we got that part figured out. Turns out you need a divide.


Now the problem is too many details for our model
#3
01/27/2009 (2:33 am)
Does "too many details" means there are too many polygons?
In this case try the "Poly Reduce" node.
#4
01/27/2009 (2:27 pm)
ya engine has a limit of 10900 polys i think its at 11k polys though as i have gone little over 10900.
#5
01/27/2009 (2:37 pm)
Because of the way vertex indices are stored in the DTS format (signed 16 bit integers), there is an effective limit of around 11k triangles per mesh. You can of course have as many meshes as you like, so you can always split a larger object into multiple meshes to get around the limit.