Dexsoft and LOD
by J L · in Torque 3D Professional · 11/30/2011 (2:52 pm) · 9 replies
I purchased some dexsoft models and there is three LOD. I have looked but it does appear as though I will have to actually find a way to get the LODs into one model if I am correct. If that is not correct then can someone advise me on the procedure to get the LODs' in-level.
I have RTFM, yet unfortunatly it only states one model with the LODs' in there.
I have RTFM, yet unfortunatly it only states one model with the LODs' in there.
About the author
#2
Once again thank you very much
11/30/2011 (4:25 pm)
Thank you very much. It was like right there. I was doing it the right way, but I was not changing the numbers to set the distance. I left them default 1,2,3, etc.Once again thank you very much
#3
11/30/2011 (5:26 pm)
I tend to merge them, into a single milkshape file and then export a single dts, i'm not sure if this is a longer process than messing with the shape editor, the shape editor is a new tool to me so i havent fully embraced it yet
#4
I really appreciate that Dexsoft makes LODs for most of their models, a lot of other companies don't.
11/30/2011 (7:33 pm)
I use Milkshape to do the same as Bloodknight. The tricky thing for me is setting the LOD numbers so each one doesn't pop into view so bad as you get closer. I picked up T3D but haven't messed with it yet, but I'm getting an itch to try it and all those editors.I really appreciate that Dexsoft makes LODs for most of their models, a lot of other companies don't.
#5
I am not sure on the Milkshape part, but it is definitely easy with the shape editor. You just pop the main and LODs' in your folder, and do a new detail node and just set the distance that you want it to be.
Not sure if that's the best way for the engine to operate, but I am not that fancy of a modeller yet.
11/30/2011 (7:37 pm)
@BloodknightI am not sure on the Milkshape part, but it is definitely easy with the shape editor. You just pop the main and LODs' in your folder, and do a new detail node and just set the distance that you want it to be.
Not sure if that's the best way for the engine to operate, but I am not that fancy of a modeller yet.
#6
Construct, enjoy, have fun!
12/01/2011 (7:54 am)
....aaaannnnd, if you include just one more line of code; all those changes are exported into a new DTS binary file. FTW! DAE not needed, .cached.DTS[with no edits] not needed. I would think the one single file may load faster?!?, data size may be smaller with multiple ones when loaded to memory? These are the final questions I seek....%this.saveShape("./LMA_pub_intDts_combo.dts");Construct, enjoy, have fun!
#7
12/01/2011 (8:00 am)
Would that code go like this.singleton TSShapeConstructor(LMA_pub_intDts)
{
baseShape = "./LMA_pub_int.dts";
};
function LMA_pub_intDts::onLoad(%this)
{
%this.setDetailLevelSize("2", "700");
%this.addMesh("pubpropdum 2", "art/shapes/urban/publichouse/pub_int_dummy.dts", "pubpropdum 4");
%this.addMesh("180", "art/shapes/urban/publichouse/LMA_pub_int_low.dts", "publichouse_Module_Common_LMA_pub_int_low 2");
%this.saveShape("./LMA_pub_intDts_combo.dts");
}
#8
12/01/2011 (8:13 am)
yes, it would.
#9
Holy sheep do-do!
And I'd been melding them together with a prefab up until now.
That's great, nice spotHidden roll, Rex. :)
12/01/2011 (11:47 am)
Quote:
void TSShapeConstructor::saveShape ( string filename )
Save the shape (with all current changes) to a new DTS file.
Parameters:
filename Destination filename.
Example:
%this.saveShape( "./myShape.dts" );
Holy sheep do-do!
And I'd been melding them together with a prefab up until now.
That's great, nice spotHidden roll, Rex. :)
Associate Steve Acaster
[YorkshireRifles.com]
So it's 3 seperate models then?
No probs, open up the highest one in ShapeEditor and add 2 new nodes for detail, and then attach the LOD models to one each. It's a bit confusing at first but kinda straightforwards when you get the heirarchy. It's all down in the "inspector" panel. (it also tended to be a bit "crashy" on earlier releases).
In the end you'll have something that looks a bit like this for the model's cs file.
singleton TSShapeConstructor(LMA_pub_intDts) { baseShape = "./LMA_pub_int.dts"; }; function LMA_pub_intDts::onLoad(%this) { %this.setDetailLevelSize("2", "700"); %this.addMesh("pubpropdum 2", "art/shapes/urban/publichouse/pub_int_dummy.dts", "pubpropdum 4"); %this.addMesh("180", "art/shapes/urban/publichouse/LMA_pub_int_low.dts", "publichouse_Module_Common_LMA_pub_int_low 2"); }