Shape Replicator doesnt show in menu Torque Beta 1.1
by GC · in Technical Issues · 11/09/2010 (12:50 am) · 12 replies
Im currently running the Torque 3D beta 1.1. I installed NVIDA PhysX. When I go into Library >> Level >> Enviroment the "Shape Replicator" and "Ground cover Replicator" dont exist. Any ideas?
#3
11/09/2010 (2:38 am)
ShapeReplicator and foliage(?)Replicator have been superceded by Forest Editor and GroundCover.
#4
11/09/2010 (4:29 am)
The replicator code is still there, but unused and uncoupled from the editor. As Steve mentioned, the Forest and GroundCover objects are considered as replacements for them.
#5
Although I have no idea what else to use, my Forest collisions don't want to work either. :) I'm probably messing things up, because I know Steve has Forest collisions working for him.
11/10/2010 (12:59 am)
Just a small note about the replacement - the legacy, uncoupled shape replicator will still have features that Forest can't provide, such as being able to stack items on top of each other and procedurally generating content out of the box. Unfortunately it also (still) suffers from rare collision issues, so if you need shape collision, then don't use them.Although I have no idea what else to use, my Forest collisions don't want to work either. :) I'm probably messing things up, because I know Steve has Forest collisions working for him.
#6
If you're using alpha1 or beta1 try this code fix linky
11/10/2010 (2:38 am)
Forest Collisions got fixed in beta2 - you just check the "collideable" box on the forest element in forest->meshes and the forest element will use the model's exported collision mesh --- no collision mesh, nothing to collide with.If you're using alpha1 or beta1 try this code fix linky
#7
11/13/2010 (5:47 pm)
Thank you for all your answers!! Its helped me
#8
11/13/2010 (6:17 pm)
Thanks Steve, will see if that helps me.
#9
11/13/2010 (7:01 pm)
I get major drop on FPS when adding tree's from Alan's tree pack. Just on about 20 trees, any tips? is it worth removing any collision from them which may be causing an issue with the in-built collision option?
#10
The point at which the LOD kicks in on the S&T & Flower Power Packs is very conservative, i.e. set to be a pretty far distance/pixel level before the change.
If it's not collision related (really couldn't help you on that)and you have the app/capability, try re-exporting them (I'd use Milkshape since the DTS Plus exporter works pretty well) with a much higher (or lower, depending how you want to consider it) "switch" point of the LOD's.
For example if the the LOD are something like "tree_16, tree_32, tree_64" change them to "tree_16, tree_128, tree_256". The "pop" between the LOD's will definitely be more visible, and the lower resolution models will be seen a lot sooner, but it might help in performance.
I wish that in T3D the fog/distance culling worked similarly how it seemed to be in TGE and TGEA. I might be totally hallucinating but they just seemed to handle forestation better.
It's probably the cost of detailed shadowing of T3D that gives that illusion, but I've not been able to get a good balance between quantity and quality (at least not significant quantity).
The other thing that seems to hit the metrics hard is the detail level of the terrain. Again this might be also shadow related/combined but unless you need to lay out brick paths, roads, etc. on the actual terrrain, kick that number up to 4 or more, because when it's down in the 2's it's seems pretty costly also.
11/14/2010 (8:31 pm)
Hi Julian, just happened to notice this, don't hang out in the forums much but was swinging by.The point at which the LOD kicks in on the S&T & Flower Power Packs is very conservative, i.e. set to be a pretty far distance/pixel level before the change.
If it's not collision related (really couldn't help you on that)and you have the app/capability, try re-exporting them (I'd use Milkshape since the DTS Plus exporter works pretty well) with a much higher (or lower, depending how you want to consider it) "switch" point of the LOD's.
For example if the the LOD are something like "tree_16, tree_32, tree_64" change them to "tree_16, tree_128, tree_256". The "pop" between the LOD's will definitely be more visible, and the lower resolution models will be seen a lot sooner, but it might help in performance.
I wish that in T3D the fog/distance culling worked similarly how it seemed to be in TGE and TGEA. I might be totally hallucinating but they just seemed to handle forestation better.
It's probably the cost of detailed shadowing of T3D that gives that illusion, but I've not been able to get a good balance between quantity and quality (at least not significant quantity).
The other thing that seems to hit the metrics hard is the detail level of the terrain. Again this might be also shadow related/combined but unless you need to lay out brick paths, roads, etc. on the actual terrrain, kick that number up to 4 or more, because when it's down in the 2's it's seems pretty costly also.
#11
What I've always done, since it's missing as a dropdown choice, is paste right in the level.mis file a shape or foliage replicator data block from an earlier working level and then us it in-engine as a "template" datablock.
It's kind of a funky work around, but all the code for the replicators is still there, it's just not in the menu system. Probably a simple fix to put it back in, but coding/scripting is *definitely* not my strong point.
11/14/2010 (8:35 pm)
Oh, also regarding the shape/foliage replicators. What I've always done, since it's missing as a dropdown choice, is paste right in the level.mis file a shape or foliage replicator data block from an earlier working level and then us it in-engine as a "template" datablock.
It's kind of a funky work around, but all the code for the replicators is still there, it's just not in the menu system. Probably a simple fix to put it back in, but coding/scripting is *definitely* not my strong point.
#12
11/14/2010 (8:44 pm)
thanks for swinging by Alan and for the tips. I've managed to get my levels optimized now without too much in them at the moment giving me about 80-100 fps, this will no doubt reduce to about 60 fps once I add more content in them. I've been using the foliage replicator quite well also, luckily it was still in there :)
Torque 3D Owner Chris