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. :)
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. :)
#22
However. i found the issue that i don't know how to overcome.

Here's a few balls. They are all one single object in lightwave, as the others were simply clones of eachother and added "together" using the exporter.
This is 1 object, with 4 separate meshes. However it seems as though it's actually considering them all to be one mesh, even though the polys aren't connected.
Is that was is supposed to define a mesh, polygons that are connected?
06/09/2006 (3:55 pm)
I just did another export. Up to 96,000 polygons.However. i found the issue that i don't know how to overcome.

Here's a few balls. They are all one single object in lightwave, as the others were simply clones of eachother and added "together" using the exporter.
This is 1 object, with 4 separate meshes. However it seems as though it's actually considering them all to be one mesh, even though the polys aren't connected.
Is that was is supposed to define a mesh, polygons that are connected?
#24
06/09/2006 (4:20 pm)
Maybe it's a constructor->DTS exporter?
#25
06/09/2006 (4:24 pm)
Quote:Is that was is supposed to define a mesh, polygons that are connected?No idea about lightwave I'm afraid, in max a mesh has to be a completely separate object (node in torque words) to be a "separate mesh".
Quote:You've got me curious about this as-yet unreleased exporter.www.garagegames.com/blogs/28392/8863
#26
It's nice that it can handle large meshes if it needs to. Thanks for the information.
06/09/2006 (4:43 pm)
Ah, that exporter. Very nice. I bought XSI foundations a few months ago but haven't spent much time with it yet. Once the exporter comes out, I guess I will start working with it.It's nice that it can handle large meshes if it needs to. Thanks for the information.
#27
06/09/2006 (4:46 pm)
I was refering to the new max exporter though, never used XSI (but I'm guessing that exporter won't have this issue either).
#28
06/09/2006 (5:47 pm)
About three years ago I build a ocean mission, friend of mine build the models for me. I did not check the polygon count. I notice after put 32 fish model in my mission it start runing a little slow. I start check into it, it turn out each fish model was between 12000 and 22000 polygon. I was surpprise they even convert over but they did. I still have that version today just for that reason.
#29
{(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.} blah bla blah....
was because the video card on my laptop was going to hell and back- it finally went to complete crap yesterday. Making me start a heroin habit and buying a lan computer today :).
Anyway just wanted to say how thankful I am of the Torque staff to allowing me to easily re-download my original purchase and begin working again on what I love doing.
06/09/2006 (10:24 pm)
Not that it matters much but the reasons I had the problems....{(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.} blah bla blah....
was because the video card on my laptop was going to hell and back- it finally went to complete crap yesterday. Making me start a heroin habit and buying a lan computer today :).
Anyway just wanted to say how thankful I am of the Torque staff to allowing me to easily re-download my original purchase and begin working again on what I love doing.
Torque Owner Magnus Blikstad
In either case, as James touched on, if you need that many polygons, you're probably doing something wrong. =)