Max poly count for DTS?
by Cinder Games · in Artist Corner · 06/14/2005 (10:50 pm) · 13 replies
Is there a maximum poly amount for a DTS object? I'm probably having issues with my exporter... but seems like when i hit around 10K i get a very messed up object in show tool pro. polys going everywhere... crazy.
#2
06/16/2005 (7:20 pm)
Ah, well that would make sense then. I suppose IF for some reason i needed something that large, i could always mount a couple objects together.
#3
I received your email on this and then saw your posting here.
I do believe you are hitting some vertex limit within either the engine or the DTS file format. I'll have to go through the code to be sure.
When you export from LightWave, are the number of vertices greater than 32768 by chance? I believe that is the TGE limit.
- LightWave Dave
06/17/2005 (7:11 am)
Greetings Ramen!I received your email on this and then saw your posting here.
I do believe you are hitting some vertex limit within either the engine or the DTS file format. I'll have to go through the code to be sure.
When you export from LightWave, are the number of vertices greater than 32768 by chance? I believe that is the TGE limit.
- LightWave Dave
#4
06/17/2005 (7:13 am)
I'll check quick by exporting something :)
#7
06/17/2005 (7:29 am)
I'm using subpatches to start... and i'll freeze them then export them. While i'm not exactly trying to have a 10k+ dts file... it'll help to be able to export the model for testing at higher poly count, and determine exactly what level of detail i want.
#8
06/23/2005 (11:48 am)
Hmmm dave? where did you go dave? hehe
#9
Given the model though, it could be done with a lot smaller poly count and just putting the details in the textures.
On another note:
Does anyone know when lightwave DTS exporter might support tri-stripping or which other 3D packages do?
05/22/2006 (5:29 pm)
This thread appears really old, but I thought I'd add it anyway. It looks like Alex mentioned the 9,000 Poly limit, although I've only noticed it above 10,000. As Ramen used 11,088, it's a definate breaker...Given the model though, it could be done with a lot smaller poly count and just putting the details in the textures.
On another note:
Does anyone know when lightwave DTS exporter might support tri-stripping or which other 3D packages do?
#10
05/22/2006 (5:41 pm)
Yes, that dress object above could definately be made into a smaller poly count. I was just making it more complicated to show off the destruction that occurs. I have found a few work arounds in some situations. Such as breaking up an object into multiple layers and having the exporter piece them back together. Sometimes that will prevent the exploding polygons from happening.
#11
You should be able to load much larger models this way (or at least I can).
07/29/2006 (8:08 am)
Heres something you might try. Export your lightwave object as a .dxf file, load the .dxf model up in modeler, hit the "f" key if the polygons are facing the wrong way, retexture it, then put in layout and export it as a DTS file.You should be able to load much larger models this way (or at least I can).
#12
What changes do you think are occuring?
07/29/2006 (8:29 am)
Eh? that's odd. What type of object is it? a character/prop?What changes do you think are occuring?
#13
If you try it you should notice that after exporting the DTS file, the .dts file is smaller after exporting it as a .dxf.
I think that DXF files don't support as high as detail, this could lower the file size but I really wouldn't know.
07/31/2006 (6:23 am)
My model can be just about anything I think, and I'm not sure what changes are going on. It could just be an 8.5 thing. Somtimes after I do this, when I look at my model in Torque, you can see triangle holes in the models.If you try it you should notice that after exporting the DTS file, the .dts file is smaller after exporting it as a .dxf.
I think that DXF files don't support as high as detail, this could lower the file size but I really wouldn't know.


Torque Owner Alex Swanson
I am not sure what exactly the maximum is... and it varies depending on which 3d package you use to export. It is something that should be fixed in the near future - for now I'd suggest keeping your poly counts around 9000 or less. Alternatley, you could ask a programmer to recompile the exporter without triangle stripping. This will let you export larger models at the cost of performance.