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LODs not working, any help appreciated

by Brandon Merillat · in Technical Issues · 04/16/2008 (11:00 pm) · 2 replies

Hello, I'm in game design and have run into a frustrating problem that I can't seem to find a way around. My teacher couldn't come up with a solution either. I have 3DS Max 9 32-bit and Torque 3D and I was trying to figure out how to get a character in game. I encountered a problem with setting up multiple detail levels. Now i'm trying it with simple shape primitives to isolate the problem but i'm stumped. The symptoms I've encountered are that for a while it was working correctly with a player character but only if i had the lower detail mesh being displayed close up and vice versa which is the opposite of what you would want. Then for a while I would just get one mesh or the other but the character's shadow would change at the correct distance. And now all I can get it to do is change at what seems to be a fixed distance regardless of the numbers I use and it's so far away that you can hardly tell. If anyone could offer some suggestions I'd really appreciate it. -Thanks.

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#1
04/20/2008 (6:59 pm)
You need to use unmessdts.exe to fix lod from 3ds. check out this thread: www.garagegames.com/mg/forums/result.thread.php?qt=69872
#2
08/04/2008 (6:50 am)
In character design on 3ds you can do some like this
make a mesh etc Mesh01 with skin (skeleton, envelopes...) as editable mesh and your map for the texture unwrap WVM
after make a clone of mesh with click on option copy
delete the unwrap WVM
in new mesh add the modifier multiRes and rename this to MultiRes::Mesh01
Torque engine know what is this....
In Schematic view connect the MultiRes::Mesh01 to Mesh01 and Mesh01 to nothing

This working in my model properly