Game Development Community

Milkshape and Bounds

by Alan James · in General Discussion · 07/27/2006 (3:21 pm) · 0 replies

I was just reading again the DTS Node Listing Documentation:
fosters.realmwarsgame.com/tools/DTS_Nodes.pdf
And I noticed this:
Quote:Note this node is not required when using Milkshape to export your 3D scene.

But then I read Ben noting:
Quote:All objects are already culled by bounding box when the scenegraph does the scene traversal.

I was wondering how this affects culling in TGE? I've not been using a bounding box before with Milkshape and the DTS objects have been working fine, but now I'm wondering if all of them are being rendered in Engine because they don't have a bounding box, or is Milkshape generating one? I understand that bounds are used by exporters to know what geometry to send to DTS, but I was reading this to the effect that culling is determined by bounds and was concerned that possibly without one, TGE would be trying to render all of my DTS objects whether they were viewable or not. I could just be missing a concept here, but I'd appreciate a little input on this to calm my nerves.

I've loaded a bunch of them up in Show Tool Pro, and I can't seem to see a difference in the tree listings for those with and without bounds, but I could be just missing it too.
Someone tell me I'm stressed over nothing...because I've got *ALOT* of models I'm going to have to re-export if I've done something wrong.

Thanks.