More than 192 objects in one DTS file
by Mak Andrew · in Torque Game Engine · 07/19/2006 (7:55 pm) · 8 replies
Hi,
I have a dts files that contain more than 192 objects. When i tried it, it gives me "TSIntegerSet::setAll: out of range".
Then i increase the MAX_TS_SET_SIZE to 12 * 32, i do manage to load, BUT all the objects just vanished!!!
Then i did a little test,
i deleted some objects in the dts and reduce it til 192 objects and load it again without changing the code, the objects appeared as per normal
Then i add another simple box in, all the objects vanished again.
Please, anyone help
I have a dts files that contain more than 192 objects. When i tried it, it gives me "TSIntegerSet::setAll: out of range".
Then i increase the MAX_TS_SET_SIZE to 12 * 32, i do manage to load, BUT all the objects just vanished!!!
Then i did a little test,
i deleted some objects in the dts and reduce it til 192 objects and load it again without changing the code, the objects appeared as per normal
Then i add another simple box in, all the objects vanished again.
Please, anyone help
About the author
#2
Check your console.log file and see if any errors were encountered. If no errors were encountered, you may have run into a bounding box issue.
In extremely large DTS files, the shape be culled -- will disappear -- when your view passes the center of its bounding box.
I'd say the best solution is Alberto's: break your DTS up into multiple objects, and import them separately. I've been there myself recently ... check out these links for more info on the subject:
DTS disappearing
Ben Garney's post on setGlobalBounds
By the way, what tool are you using to create your DTS?
07/20/2006 (4:30 am)
Mak,Check your console.log file and see if any errors were encountered. If no errors were encountered, you may have run into a bounding box issue.
In extremely large DTS files, the shape be culled -- will disappear -- when your view passes the center of its bounding box.
I'd say the best solution is Alberto's: break your DTS up into multiple objects, and import them separately. I've been there myself recently ... check out these links for more info on the subject:
DTS disappearing
Ben Garney's post on setGlobalBounds
By the way, what tool are you using to create your DTS?
#3
As for the bounding box issue, i too realise the problem of large one as the bounding box is used to calculate frustum culling. However as mention previously, using the same models, it did appear but with just a addition object, such as a box, it disappear. I create a debug version, and it prompt me "TSIntegerSet::setAll: out of ran".
Currently i'm using 3D Max to create DTS.
07/20/2006 (6:22 pm)
Personally i would prefer not to have too many objects in one dts too, but unfortunately i'm reusing some assets and they are the most classic example of bad modelling :<. As for the bounding box issue, i too realise the problem of large one as the bounding box is used to calculate frustum culling. However as mention previously, using the same models, it did appear but with just a addition object, such as a box, it disappear. I create a debug version, and it prompt me "TSIntegerSet::setAll: out of ran".
Currently i'm using 3D Max to create DTS.
#4
07/24/2006 (4:57 am)
Mak, check the generated dump file, read what's written there, may be the exporter making mess with high amount of object in one file on export?
#5
07/24/2006 (5:21 am)
Join all of the objects together.
#6
07/24/2006 (6:34 am)
I can't join the objects together as the UV coordinates will be in a mess. And time would need to be spend on retexturing, not really the best way to go but a solution nevertheless, :>. I have yet to check the dump, but i did load the dts in ShowTool Pro, and turn out that the objects are there BUT seems to me that the normals are mess up. Not too sure if that relate to TGE.
#7
So, not sure what exactly can cause your problems... what exporter do you use? the "old" one or the "new" one (www.garagegames.com/mg/snapshot/view.php?qid=1238)?
07/24/2006 (6:43 am)
At the current moment our main avatar in game uses 35 meshes/objects (with LODs - 131 meshes/objects) - (so far, but it's only the beginning) with total of 26 different textures, and all seems to be fine for now in ShowToolPro and in game (modified TGE1.4+TLK1.4).So, not sure what exactly can cause your problems... what exporter do you use? the "old" one or the "new" one (www.garagegames.com/mg/snapshot/view.php?qid=1238)?
#8
07/24/2006 (6:45 am)
I uses the old exporter. Saw the new one but since it's not broken, i decided not to change it. May be the new exporter will solve the problem. Will try that out. thanks :>
Torque Owner Alberto Ganesh Barbati
Default Studio Name