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Highest Poly Count DTS you've exported?

by Cinder Games · in Torque Game Engine · 06/08/2006 (5:31 pm) · 29 replies

Was just curious about peoples DTS's poly count.

Information is conflicting about a bug related to the polycount of either the DTS format, the Torque engine, or the exporters.

The highest polycount model i've been able to export was a little over 12,000 polygons. Most things over 10K seem to be trashed after exporting. This was with the Lightwave exporter.

So lets's hear some success stories, or perhaps a bit of discussion on this "bug".

Please state how many polys the object was, and the exporter used. :)
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#1
06/08/2006 (6:34 pm)
Did a 25k aircraft one time worked fine used maya exporter
#2
06/08/2006 (8:20 pm)
I am glad you asked this- I was wondering this myself with the exceptable size limts of a DTS file. Just exported a Statue at 221 KB 10 minutes ago from Blender w/out collision mesh. Still have to add about twice the poly count for other features though. This will be interesting.
#3
06/08/2006 (9:09 pm)
221 KB? well how many polygons is it?
#4
06/08/2006 (9:19 pm)
I got a character that 673KB, 6793 Polys.
#5
06/08/2006 (9:38 pm)
Sorry must of missed that- I feel like I am in cyberspace- been working on it all day. :)
The Decimater states 4473 polys. I am not sure how acurate that is though- not sure how to get this info from Blender. Every little thing with blender is an "obnoxious" learning curve- hence the switch to Torque.
#6
06/08/2006 (9:54 pm)
The hover vehicle from the warzone demo is 997KB. Unknown poly count. It crashes torque and Showtool Pro when i attempt to load it. Must be a specialial formatted to only work with the warzone demo. Go figure.
#7
06/08/2006 (10:11 pm)
I crashed Torque hardcore today. Forgot to export the texture with the statue. When I put it into the mission it loaded fine but it had a reflective texture (I the suppose the default when there is no texture). Torque slowed down after about 30 seconds then the video fuzed and flucuated. I closed out of torque and rebooted the system. Then Every DTS file icon was either blank or had hash lines through it. The executable icon for my mission was blank but the name was still there. I had to load up my mission and resave it. After that everything went back to normal. The point to this is that I am starting to wonder if I am getting to the limits of what torque will handle for individual DTS files. Any thoughts?
#8
06/08/2006 (11:48 pm)
Have you tried the dts unmess tool ?

i dunno how many polys it is, but the .dts for our female character is about 2.8MB. it's so huge because it's actually many overlapping meshes in one DTS, and we use the mesh-hiding resource to only show a small subset at any given time. we export from Max and i believe we need to run it thru the dts "unmess" tool before it works, but other than that it loads up fine in stock TGE 1.3 and last time i checked into Showtool as well. performance is fine, too.
#9
06/09/2006 (2:58 pm)
Hmmm I suppose i can try that utilty. I thought it was for 3ds exports only.
#10
06/09/2006 (3:01 pm)
Exported about 50.000 polygons once, but it was just a test, and with an exporter not released yet so I suppose that's cheating. =)
#11
06/09/2006 (3:08 pm)
Nice. well i'm gonna guess it's a bug with the Lightwave exporter causing this. I'd like Lightwave Dave's input on this. If he's too busy to look into the code, i'd like to. But he hasn't released the source code for the latest exporter. :(
#12
06/09/2006 (3:12 pm)
I got the polycount figures for our 2.8MB dts - 30,000 polys in the base meshes, 60,000 if you include the LODs.
#13
06/09/2006 (3:12 pm)
No, it's a "bug" in the code that creates the polygon strips, it affects all current exporters (that use said code).
#14
06/09/2006 (3:16 pm)
Interesting. I really wish i could get my hands on that code now. Perhaps i can mess with my antique source code for the LW2DTS exporter. I should try and find the part about triangle strips.
#15
06/09/2006 (3:29 pm)
Just to confirm this problem on the gameSpace front -- gS exported models with over 10,000 seem to go kind of wonky in Torque. I think the problem is when a single mesh has over 10K polys, though. Objects broken down into multiple sub-10K meshes seem to work better.

Here's an old thread with some discussion about polygon counts (around the middle of the thread) . . .

www.garagegames.com/mg/forums/result.thread.php?qt=31810

And if I remember correctly, the stuff in the Warzone demo was encrypted (jpegs too, I think).


[Edit: oops. Didn't see Magnus' post]
#16
06/09/2006 (3:32 pm)
Just to clarify my post, yes; It's of course only an issue with single meshes that are over somewhere around 10000, you can have as many 10000 polygon meshes as you want in your DTS files.
#17
06/09/2006 (3:36 pm)
Here's a couple examples of mine.
img471.imageshack.us/img471/3471/face3oy.jpgimg378.imageshack.us/img378/2853/dress5xa.jpg
#18
06/09/2006 (3:41 pm)
I have infact noticed that breaking up the mesh into multipe meshes seemed help in some instances. I don't believe it fixed the issue in every instance. i'll try a test export here to confirm this magnus
#19
06/09/2006 (3:46 pm)
The only DTS format i could see anyone potentially breaking is the limit on the amount of indices per mesh - it is only possible to reference a total of 65536 indices (i think it was the poly strip -> indicie list reference).
So in theory, one can have a max of 21845 individual triangles (i.e., not triangle stripped), or 65534 triangles as part of a single triangle strip (one heck of a big triangle strip, that is).
Of course, when you get to these ridiculous polycounts, it is best to distribute your work across multiple meshes :)
#20
06/09/2006 (3:48 pm)
All right, everyone take a look at my balls. I was able to export a good number of polys.

img221.imageshack.us/img221/1826/mmyballs8gu.jpg
Magnus speaks the truth. and so does James.

I was unaware of this issue with the DTS's. The information is sorta vague sometimes. people ask is there a limit to the number of polygons that can be in a dts. most of the replies have stated that there are NO limits. However there is clearly a limit to the number of polygons that can comprise a mesh. perahaps this information should be added to the FAQ on DTS's?
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