unmessDTS, how to work it
by Chad Hunt · in Torque Game Engine · 04/29/2002 (3:14 pm) · 12 replies
I have read over and over the documents and it really does not explain this very well, can someone help me out here I can not get this to work at all. Also I am not using multires but instead polychop, I create a snapshot of the mesh change the poly count and rename the mess accordingly and register the details.
#2
04/29/2002 (3:45 pm)
is there anything I need to do to it. Before when i exported my ,mesh as a sigle level of detail it waas about 51kb now with the four different ones it comes out as 5kb, what is the deal. the details re there but will not show up in the show tool.
#3
04/29/2002 (4:55 pm)
Are you sure that you have setup your details and your scene setup correctly?
#4
04/29/2002 (6:06 pm)
I hope so, what i did was delete the old details, bases,starts and then created the meshes as I explained before and then selected mesh128 clicked embeded shape register details, and then register details for the other meshes.
#5
The # that you have appended to the name of the object is the detail register, that's why it needs to match up with one of the details markers in your scene (if you don't it will give you an error).
Logan
04/29/2002 (11:17 pm)
You don't need to register any details in the objects properties if you are not using the Multires plugin. The # that you have appended to the name of the object is the detail register, that's why it needs to match up with one of the details markers in your scene (if you don't it will give you an error).
Logan
#6
04/30/2002 (12:22 am)
Do I need to adjust the texture sizes also like if the texture is 512x512 for 128mesh should i drop it down in pixels each time for the mesh also?
#7
-J
04/30/2002 (2:00 am)
A 512x512 texture will most likely kill the cache... these are generally used only for showpieces where little else is visible... sticking with smaller textures and minimizing texture changes would be a good idea... I would trust mipmapping to take care of the rest...-J
#8
Logan
04/30/2002 (7:59 am)
You should not need to create new textures for your LOD levels for your character.Logan
#9
04/30/2002 (1:51 pm)
thanks guys i will see wht I can get to work, I hd class last night and did not get a chance to touch anything at home.
#10
05/01/2002 (2:51 pm)
OK i finally got this figured out for max 3.1 you have to do alot of work by hand but it can be done with out multi res and using polychop. I plan on putting it all in writting and submitting it in the resources soon. Email me at huntct@mcbbutler.usmc.mil if you have any questions.
#11
Logan
05/01/2002 (3:18 pm)
Chad, do you really think that this is worth a resource? Polychop is fairly simple to use and creating LODs by hand is a real no-brainer.Logan
#12
Just an idea.
05/01/2002 (3:56 pm)
I thought so, figure there are more people out there like me and could use the help. The docs did not explain that I had to go into the schem. view and do stuff by hand and that I had to colapse the modifier stack back to editable mesh to get it to work right. If it is not worth it I won't post it, I just wanted to give back to the forums something for all the help I received here.Just an idea.
Associate Logan Foster
perPixel Studios
Using the unmessdts.exe file is fairly simple and straight-forward, just go into your command prompt and follow the instructions outlined in the DTS Exporter Documentation.
Logan