xsi2dts detail marker pixel size ?
by james burch · in Artist Corner · 07/04/2013 (1:09 pm) · 3 replies
hello , Im a rookie trying to learn how to use this xsi2dts exporter . Yes , to make cool stuff .
my basic info :
tge 1.1.2
mod tool 7.5
xsi2dts 2.5 -xsi2dtsExporter Dll <32bit|
-xsi2dtsUtility script |
-makeDTSboundsPlugin |
-DTSprefs |
i read that I need to put in the detail size in pixels . The sample orc.exp doesnt give an example of this , well not to me . It has a detail marker named detail2 parented to bip01 with bodymesh2 parented to the scene root but i dont see any detail size in pixels . Will someone clarify a bit for me please .
THANK YOU for looking and have a nice day .
my basic info :
tge 1.1.2
mod tool 7.5
xsi2dts 2.5 -xsi2dtsExporter Dll <32bit|
-xsi2dtsUtility script |
-makeDTSboundsPlugin |
-DTSprefs |
i read that I need to put in the detail size in pixels . The sample orc.exp doesnt give an example of this , well not to me . It has a detail marker named detail2 parented to bip01 with bodymesh2 parented to the scene root but i dont see any detail size in pixels . Will someone clarify a bit for me please .
THANK YOU for looking and have a nice day .
About the author
Bare-Bones beginner , 49 yrs old , sooo im setting my sights on becoming an accomplished hobbyist with the patient cooperatin of the kindly knowledge folks . and THANK YOU :)
#2
Your generous attention is indeed very helpful , Sir . THANK YOU
07/04/2013 (10:26 pm)
Mr Kapaun , WOW!Your generous attention is indeed very helpful , Sir . THANK YOU
Associate Ron Kapaun
3tdstudios.com
In 3DS Max for a standard object (say a tree or something) I use dummy objects and name them detail followed immediately by the pixel size... so they are named detail256 or detail128 etc. Max lets me set up the links by hand so below is a quick example followed by a text explaination;
Base01
!
Start01->detail256->detail128->detail64
!
Tree256->Tree128->Tree64
Base01 is the start point for all the models so my first dummy object is named Base01. Start01 and all of the detail nodes are linked to Base01.
Your models are all linked to Start01 in order largest to smallest.
Now, what that does, is tell Torque that there are 3 Level of Detail shapes associated with this model. In this example, my full resolution highest detail model is named Tree256 and my lowest quality 'smallest' poly count model is Tree64.
When the model called Tree is viewed by the player and is at a size of 256 or more pixels (in engine) Torque Displays LOD_0 or Tree256 (our high detail model). When the tree gets smaller (Farther away from the player) It switches the models and displays Tree128. The same goes for Tree64. That's a bare bones example of detail markers/nodes.
Now, detail nodes can be used for a number of other things as well. For example, if you add a detail node at the end of your chain, where you can effectively make your model completely vanish from the scene.
Anyway, I hope that helps explain them a little bit. As for adding them or implementing them in XSI... can't help there. That's probably the one piece of modeling software that I have NOT used.
Ron