Game Development Community

Level of detail

by ArchonLight · in Torque Game Engine · 10/21/2008 (6:30 am) · 24 replies

I'm trying to get level of detail to work, but every tutorial that I found ends at either exporting from the modeling program, or checking to see if it works in show tools. I use 3DS max, and in show tools it says that it works fine, but in torque the model doesn't change. I made the models significantly different so that I could tell if it was changing the model. I assume that there is some code involved, but I don't know what it is, if anyone could help me I'd be very grateful .
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#1
10/21/2008 (9:24 am)
I can't help with the 3DS Max exporter, but remember your hieraracy. You need your mesh attached to a detail level. You have multiple detail levels (LODs) at the same level in the hieraracy. You need them all attaching to the Shape object.

So from the top down it should be like this.

1. Shape
2. detail300, detail150, detail32, detail4
3. meshes attached to each detail#

As I note I always have an empty detail1 and my lowest LOD as detail4 (4-8 really), that way it's guaranteed to disappear from view at some point.
#2
10/28/2008 (9:44 am)
Just checking in to see if anyone else has looked at this. Unfortunately I have yet to get this to work. Basically Im trying to get different level of details for the models being used in the game so that it doesn't use more processing power then it needs to when rendering the area. For instance if I zoom out from the object then there should be a different level of detail on it so that it doesn't bog down the engine. I tried using different level of details inside of Torque 3D after using the DTS exporter and if didn't seem to work. I have everything named and numbered properly, is there a step I am missing?
#3
10/28/2008 (4:20 pm)
Max2dts exporters do not deal with LOD correctly - although they show fine in Show Tool Pro,

*** you have to run the dts through unmessdts.exe for the lods to work in Torque ***

its really simple to use: check this thread for more info: www.garagegames.com/mg/forums/result.thread.php?qt=69872
#4
10/28/2008 (5:35 pm)
Well I did try this and it didnt work. Its a classmate that needs it done. He could get the unmess to work right so i did it and sent him the DTS back but it didn't work. He setup a teapot and a cone i guess the teapot is suppose to turn into a cone after a certain distance, this is something that needs to be setup through code right? It isnt automatic, correct?
#5
11/03/2008 (6:45 am)
So I have tried a couple things for level of detail. I did use the unmess DTS Pretty sure I set it up correctly and it still didn't work. I have seen a couple different ways of setting it up, for instance I saw a character model with a multi-res body mesh with multiple details on it. I saw a cylinder tutorial made with Maya where the creator made a copy of the shape named detail256 and copied detail1 and made it detail 256 and he just decreased the polys of the cylinder in maya for each new detail. Things aren't that simple in 3DS or I don't think their are.

Once again what Im trying to do is make an object that looks less poly the further away you are so torque doesn't waste time rendering polys that it shouldn't. So creating a copy of the shape and naming it detail256 and then making a copy of detail1 and naming it detail256 doesn't work, obviously due to the differences in Maya and 3DS Is there something special I need to do? The unmess wasn't working, unless I set it up wrong, but I followed the directions in ChrisG's thread.

Can anyone post a possible step by step or is there something with multi-res modifier I should do? I haven't used that modifier before so its new to me.

Thanks guys!!
#6
11/03/2008 (6:51 am)
I use LOD all the time, and I run 3ds max.
Are you putting the Multres Details in the Object properties box prior to exporting?

Have you looked at this Document?
#7
11/03/2008 (6:54 am)
So I have tried a couple things for level of detail. I did use the unmess DTS Pretty sure I set it up correctly and it still didn't work. I have seen a couple different ways of setting it up, for instance I saw a character model with a multi-res body mesh with multiple details on it. I saw a cylinder tutorial made with Maya where the creator made a copy of the shape named detail256 and copied detail1 and made it detail 256 and he just decreased the polys of the cylinder in maya for each new detail. Things aren't that simple in 3DS or I don't think their are.

Once again what Im trying to do is make an object that looks less poly the further away you are so torque doesn't waste time rendering polys that it shouldn't. So creating a copy of the shape and naming it detail256 and then making a copy of detail1 and naming it detail256 doesn't work, obviously due to the differences in Maya and 3DS Is there something special I need to do? The unmess wasn't working, unless I set it up wrong, but I followed the directions in ChrisG's thread.

Can anyone post a possible step by step or is there something with multi-res modifier I should do? I haven't used that modifier before so its new to me.

Thanks guys!!
#8
11/03/2008 (7:20 am)
Well this actually does help, but where can I find this? adjustLODs.mcr Im also still messing around with unmess as well. but that article does seem to help.
#9
11/03/2008 (7:30 am)
O.k,

Instead of trying to find that script, just type it in your self. Thats what I do.
I also have experimented with different combinations of numbers.
And its all directly affected by your Screen size you have.

So sometimes you might not notice the LOD working.
But that was just because your Resolution might not be set to see it
based on the LOD Settings.


I havnt needed to use unmess myself, and Im exporting some pretty exotic
pieces.
#10
11/03/2008 (7:35 am)
Well this actually does help, but where can I find this? adjustLODs.mcr Im also still messing around with unmess as well. but that article does seem to help.
#11
11/03/2008 (7:37 am)
Well to TEST LOD what I tried was instead of using the same shape with different detail numbers I used three different shapes.

Like detail 256 was a box, detail512 was a cone, and detail1024 was a teapot, this wasj ust to test that level of detail is working.

Is this concept correct?? Would this be a proper way to test LOD so we can SEE it working inside of torque so we know its working?
#12
11/03/2008 (7:51 am)
Thats a Different approach, but I guess it should work! I have never tried it that way before!
The only thing Im worried about is that your not actually using the MULTRES modifier the way its intended.
You see the exporter will generate the shape for you on export, no need for you to do it in your file.

If you are doing it manually then I would assume that you wouldn't use the MULTIRES modifier.
Are you combining two different exporting appraches?

If so, I would encourage you to only go with one way of exporting.

BTW : you are double posting in this thread.
#13
11/03/2008 (7:52 am)
Well to TEST LOD what I tried was instead of using the same shape with different detail numbers I used three different shapes.

Like detail 256 was a box, detail512 was a cone, and detail1024 was a teapot, this wasj ust to test that level of detail is working.

Is this concept correct?? Would this be a proper way to test LOD so we can SEE it working inside of torque so we know its working?
#14
11/03/2008 (7:55 am)
Sorry about the double post, on my screen, your post is appearing above mine.


So what your saying is all I need to do is make multiple details for an object decrease the polys and then use multi-res on the original object?
#15
11/03/2008 (8:05 am)
No thats not what Im saying.
Dont do anything with the MULTIRES MODIFIER except to hit the generate button.
The information you provide in OBJECT properties box will dictate what
the MULTIRES modifier will do, upon export only!
#16
11/03/2008 (8:11 am)
Okay do you know the code for this script? adjustLODs.mcr I didn't see it anywhere.
#17
11/03/2008 (8:19 am)
Just follow the link I gave you above on Chapter 8 (my favorite chapter),
and where it shows you the Object properties, MULTIRES::DETAILS..etc
copy that information letter for letter into your own shape.

You should really read, and re-read chapter8 atleast ten times.

Over the past five years I must have read that chapter well over two hundred times.
Its a wealth of information.


Good Luck, it will work if you follow the instructions exact and to the letter.
#18
11/03/2008 (8:25 am)
Okay do you know the code for this script? adjustLODs.mcr I didn't see it anywhere.
#19
11/03/2008 (8:40 am)
You dont need the code, just type in the information yourself!
#20
11/04/2008 (5:57 am)
Okay we got it to work with unmess DTS now the only problem is we tried applying the concept to an object that had an animation on it and it didn't seem to work, it gave an error dealing with skins. Is there a problem with putting level of detail on an animated mesh? Is there something special that we need to do??
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