Mipmapping..
by Temasek Polytechnic · in Artist Corner · 07/16/2006 (6:46 pm) · 9 replies
Ok. I have a horse in my game.
When i'm near it, it appears like this:

But when i move slightly further, it appears like this:

I know that this problem is caused by mipmapping.
How can i prevent this from happening?
My horse is modelled in Maya 7.0.
When i'm near it, it appears like this:

But when i move slightly further, it appears like this:

I know that this problem is caused by mipmapping.
How can i prevent this from happening?
My horse is modelled in Maya 7.0.
About the author
#2
07/17/2006 (6:26 pm)
Hmm..my detail level is "3"..i'll try out 1 and let you know whether it works or not...
#3
This is how my outliner is in Maya:
07/17/2006 (6:53 pm)
Ok.. i tried it out but i still have the same problem.This is how my outliner is in Maya:
#4
whats your email ill send this if you wont.
07/17/2006 (7:29 pm)
Should look like this in hypergraph/outliner i prefer hypergraph you mite have some junk info in the modelwhats your email ill send this if you wont.
#6
Ok, why did you seperate the mane(horse hair) from the body and then parent it to the main body?
07/17/2006 (9:14 pm)
Wow..ur model is quite confusing...Ok, why did you seperate the mane(horse hair) from the body and then parent it to the main body?
#7
This is a setting in the dts Utility be careful this also doubles the polygon's of that part
The Col_1 don't need to be like it is as well it can be a more simple shape less polygons export it
walk into the model you will see the Collision works fine just try to stay away from Concave shapes.
Oh you can also add a saddles or raines and parent it in the same way just add the details level .
07/17/2006 (10:14 pm)
The mane is a single sided mesh one side wood be transparent click on just the mane then if you look in the channel bar the last entry is "two sided" this lets the engine render both sides. This is a setting in the dts Utility be careful this also doubles the polygon's of that part
The Col_1 don't need to be like it is as well it can be a more simple shape less polygons export it
walk into the model you will see the Collision works fine just try to stay away from Concave shapes.
Oh you can also add a saddles or raines and parent it in the same way just add the details level .
#8
ok, i tried to export my horse's stable but i still get the same mipmapping issue.
This is how i exported it:
Did i miss out a step or something?
Here's the link to my stable..its a zip file..
07/17/2006 (11:47 pm)
Hmm..alright, makes perfect sence...ok, i tried to export my horse's stable but i still get the same mipmapping issue.
This is how i exported it:
1. I selected the shape(stable) and triangulated it. 2. I created a bounding box, lock it 3. selected the shape and pressed "embed shape" and "register details" 4. Duplicate the shape and renamed it to "Col_1" 5. Duplicate the detail and rename it to "Collision_1" 6. Export to dts
Did i miss out a step or something?
Here's the link to my stable..its a zip file..
#9
07/18/2006 (8:32 am)
Its the model and uvmapping that i think is the issue you need to clean up the construction and stop using the auto uvmapping it always forgets about uv's makes a mess just planer mapping faces will solve most of your isues.
Torque Owner Dave MacIsaac