T3D 1.1P - LOD using separate files - KMZ models from Sketchup dont render properly - FIXED
by Keith G Wood · in Torque 3D Professional · 05/25/2011 (9:39 am) · 3 replies
This started off here:
http://www.garagegames.com/community/forums/viewthread/126060
Which refers to two issues - the primary model being invisible appears fixed in 1.1 preview. The remaining problem is the secondary model(s) (as added via addMesh() ) do not render correctly.
A fuller thread history is in the above referenced thread, but this is a summary (in this description, "secondary model" is the different LOD level added using addMesh() )...
1) Models created in Sketchup & exported as KMZ.
2) Models are in separate directory locations (to avoid the issue of conflict of texture file names).
3) Both primary & secondary model render fine if loaded as sole models.
4) Primary model renders fine if too far away for secondary model to cut in.
5) Secondary model does not render properly once close enough for it to cut in.
6) Those parts of the secondary model that do render varies depending upon the geometry of the primary model (but I've not been able to empirically derive any definitive rule set for this).
7) When using visible collision mesh, only those parts of the secondary model that actually render effect collisons (i.e. the missing geometry appears to be completely missing, not just "invisible").
8) The rendering seems unaffected by whether I choose visible mesh collision, or none collision.
9) Both kmz file names and material name prefix are different for primary & secondary models.
That's as far as I've got. This also shows up on beta 2 - but I can't see any reference to this elsewhere on the forums / bug lists. (in beta 3 even less of the secondary model renders, so much so I can't even work out which part of the model is actually rendering - so I've not spent much time investigating on beta 3).
I suspect the issue may be related to the lazy handle naming that Sketchup uses - but I don't know how to expose/inspect the internals (this is a guess, not based on any real knowledge - it just appears that the primary model "confuses" the secondary model).
http://www.garagegames.com/community/forums/viewthread/126060
Which refers to two issues - the primary model being invisible appears fixed in 1.1 preview. The remaining problem is the secondary model(s) (as added via addMesh() ) do not render correctly.
A fuller thread history is in the above referenced thread, but this is a summary (in this description, "secondary model" is the different LOD level added using addMesh() )...
1) Models created in Sketchup & exported as KMZ.
2) Models are in separate directory locations (to avoid the issue of conflict of texture file names).
3) Both primary & secondary model render fine if loaded as sole models.
4) Primary model renders fine if too far away for secondary model to cut in.
5) Secondary model does not render properly once close enough for it to cut in.
6) Those parts of the secondary model that do render varies depending upon the geometry of the primary model (but I've not been able to empirically derive any definitive rule set for this).
7) When using visible collision mesh, only those parts of the secondary model that actually render effect collisons (i.e. the missing geometry appears to be completely missing, not just "invisible").
8) The rendering seems unaffected by whether I choose visible mesh collision, or none collision.
9) Both kmz file names and material name prefix are different for primary & secondary models.
That's as far as I've got. This also shows up on beta 2 - but I can't see any reference to this elsewhere on the forums / bug lists. (in beta 3 even less of the secondary model renders, so much so I can't even work out which part of the model is actually rendering - so I've not spent much time investigating on beta 3).
I suspect the issue may be related to the lazy handle naming that Sketchup uses - but I don't know how to expose/inspect the internals (this is a guess, not based on any real knowledge - it just appears that the primary model "confuses" the secondary model).
About the author
The perverse mind behind Bad Taste Software: http://www.badtastesoftware.co.uk
#2
06/01/2011 (1:33 pm)
Ehi Keith, did you see my last reply to the original thread with the screencast about exporting from sketchup with working lods?
#3
06/01/2011 (2:11 pm)
Hi Giorgio - just caught up with that. Will have a play in the morning - thanks
Torque 3D Owner Keith G Wood