Game Development Community

Exporter detail level Bugs?

by Freeze · in Artist Corner · 07/23/2006 (4:44 am) · 7 replies

Yesterday I spent some time digging in on the DL(detail levels). It was my understanding that DL where displayed in game by pixel size vs. the matching detail marker number.

Example : base01-
detail2 -
detail100
start01 -
modelname2-
modelname100-
bounds
On export all is fine.. the levels are exported. Rather its 2 or greater, they all export. The problem is the model does NOT switch at that pixel size. The detail numbers don't do JACK! You can have the numbers anything you want... and still get the same results.

Example : base01-
detail0 -
detail1
start01 -
modelname0-
modelname1-
bounds

Get the same results as above.. So the detail markers are not working. This has to be a problem with the exporter it self, athough the Dump file looks good. I'm going to test a little more today with some of the older exporters.

#1
07/23/2006 (8:51 am)
Ok, I worked out the problem and will post the answer incase some one else runs into this problem.

The problem was the older plugin still installed. Remove the older exporter and exporterPlus from your plugin directory. Then reinstall the new exporter. Everything works as it should now.
#2
08/03/2006 (6:41 pm)
Thx freeze, that was exactly what was holding me up there for so many hours.

first try after removing those 2 files from the plugin folder, and bingo!

thx,
SteelRain4eva
#3
08/04/2006 (1:52 pm)
;) your welcome.
#4
09/13/2006 (3:19 am)
Freeze,

Which exporters are you using? The ones from the art page: www.garagegames.com/developer/torque/artist/ ?

And which version of Max?

I'm running into the same problem, running in Max 7. I took your advice and reinstalled the latest exporter from the above page, but no luck.

Basically, no matter how I change the LOD numbers, the LODs transition at the same points in-game.

I created the same setup in Max 5, and it worked fine. It seems to be a problem with the Max 7 exporters.

This isn't the first Max 7 exporter -specific problem I've had. Billboards don't work too well with the Max 7 tools either.

Suggestions, anyone?
#5
10/04/2006 (7:16 pm)
Spencer,

No I don't use them exporters. There buggy as hell when it comes to LOD meshes.

Ok, heres how to clean it up.. Open you max7/plugins folder. Find anything that starts with max2dts.* and delete it.

Restart max. Close max.
Download this exporter.. http://www.garagegames2.com/web/public_files/max_exporters/MaxDTSExporters.zip

Run the setup... I use this only to export.. Haven't took the time to really look it over. I wrote my own scripts to setup the models.
You can download them here...

Here

If you have your scene all setup.. just hit the export scene at the bottom.
Note: you need to have a "sceneNameHere.cfg" in the same folder as the max file your working on.
Hope this helps GL.
#6
10/05/2006 (8:52 am)
@Freeze

I did get it to work a while back, using the same exporters you just pointed me to. These are the new Dark Industries exporters Matt Summers is working on, as opposed to the original exporters available on the Artists Page. (I'm trying to make a distinction between the two because I think "old" and "new" aren't descriptive enough, so I'm going with DI and AP. Hopefully Matt's DI exporter will become the standard, but for now I think it's still a beta, and the AP exporter on the GG site, however broken, is still the standard.)

The only problem I have with the DI exporter is that it won't export characters that have exported fine with the AP exporters. I've been in touch with Matt about this.

Freeze, are you exporting characters?

Thanks,

-Spencer
#7
10/06/2006 (1:01 pm)
@Spencer

Just checked... Opened the player.max and exported with new textures. All seems fine.

I'll double check. Later with something custom.

Did you remove the ExporterPlus from the plugins? I know the knew and old exporters look for different text in the User properties of a model. So if you useing auto Detailmeshes then check into that.

You can contact me via "msn" if ya like.

GL, if you work out the problem! Let us know.