Game Development Community

Detail numbers have no relation to pixel size

by Jeff Gran · in Artist Corner · 07/28/2005 (7:34 am) · 23 replies

From the Max DTS Exporter Docs:

Quote:
The detail level markers indicate to the exporter what detail is to be drawn at a given distance. The number corresponds to the pixel size in the game engine at which the shape will draw with these meshes.

E.g., if you have markers named 'detail2' and 'detail36', then when the size is 36 or greater the shape would be drawn with the highest detail level. When the size is between 2 and 36 it would be drawn with the lower detail level ending with the number 2, and when the size was less than 2 nothing would draw.

I have just been trying to get LODs working on a model. I have 3 detail levels. I have tried multiple combinations of detail numbers, including: 500, 200, 50; 128, 50, 2; 500, 128, 25; etc. No matter what the numbers are, the models always switch out at exactly the same point: between pixel size 46.5-46.8 and pixel size 4.75-4.76 (based on the numbers shown in the Torque Show Tool Pro).

Has anyone been able to control the exact point at which the LODs switch?

I am using 3DS Max 7. Is this a Max thing? A Max 7 thing?
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#21
08/03/2005 (5:03 pm)
Yeah.... normally I would agree with you. My main problem is that the one thing I'm really trying to do is to get the characters to disappear at a certain distance, and no matter what numbers I use this never happens.

Plus, I hate to be defeated... I want to figure out how this really works and why it's not working like it should be.
#22
08/03/2005 (5:24 pm)
This is what i do and it works great for me , and i dont use the unmessdts at all.
set the T2AutoDetail to 0 in the configfile and set your Detail values and export.
if you want the shape to disapear in the middle dont press that button in adjustlod only.
#23
08/12/2005 (3:02 pm)
I found out part of my problem was that in the Prefs.cs there was a line called

$pref::TS::detailAdjust = "0.45";

This was adding the 0.45 multiplier to the actual screen pixel size, resulting in the difference in numbers. Changing it to 1 makes it behave as I would expect. I assume this variable is useful for adjusting graphics settings for lower-end machines to save polygon counts.
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