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Author Topic: Importer  (Read 364934 times)

Luishi5k0

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Re: Importer
« Reply #75 on: September 12, 2012, 03:28:20 pm »

Where are those buildings in the background from?
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seppen

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Re: Importer
« Reply #76 on: September 12, 2012, 03:34:28 pm »

Where are those buildings in the background from?

They´re just some dummy objects, testing the DDS texture import.
Have problem with them being to bright when large objects with 1 baked  texture.

This is the Challenger Dae that is working.

http://minus.com/lU7iHfi97vyDZ
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ZeosPantera

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Re: Importer
« Reply #77 on: September 12, 2012, 04:43:16 pm »

Appreciate the fix. I will have to look over what you removed.
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seppen

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Re: Importer
« Reply #78 on: September 12, 2012, 04:55:39 pm »

Appreciate the fix. I will have to look over what you removed.

It works with the helpers too, this is just put into an assembly, and saved out with opencollada.

If want to set it up for physics, perhaps an unassembled ver is better!
But it´s 11385 entities so some grouping must be done to import it.

http://minus.com/lSYotNj3JcNBs
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Steve.Wilson

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Re: Importer
« Reply #79 on: September 12, 2012, 08:41:07 pm »

Nice tank, nice buildings!  I wonder what the frame rate impact might be flying around that area...
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ZeosPantera

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Re: Importer
« Reply #80 on: September 12, 2012, 11:27:16 pm »



Sex. Anyone up for texturing this?

And Seppan you talk of a physical version. I think we have to speak about this more. When the vehicle config comes out we should prepare the first tank.. I just wonder how the tracks would function.
« Last Edit: September 12, 2012, 11:29:24 pm by ZeosPantera »
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Steve.Wilson

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Re: Importer
« Reply #81 on: September 13, 2012, 01:23:10 am »

Each link in each tread and the full bogie suspension would have to be animated.  My head hurts from thinking about the hierarchy that would require!!
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seppen

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Re: Importer
« Reply #82 on: September 13, 2012, 04:41:22 am »

Nice tank, nice buildings!  I wonder what the frame rate impact might be flying around that area...

I´ll test later today when imported some old fashion buildings, but Outerra seems to handle loads of poly´s with ease.

I´ll texture the buildings to check if that impact the framerate, tedious work though since loads of different textures on each building 20+ even if diffuse only.

Tested with 4 tanks, textured buildings seems to have 0 impact, but 5 tanks crash/boom :)

What is the shortcut for fps?

« Last Edit: September 13, 2012, 05:59:29 am by seppen »
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Krutan

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Re: Importer
« Reply #83 on: September 13, 2012, 06:50:22 am »

OpenCOLLADA doesn't seem to work with 3ds Max 2013. Any ideas what to do?
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ddenn

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Re: Importer
« Reply #84 on: September 13, 2012, 06:54:27 am »

Tested a bit too, this is one of my planes for xplane, about 90 000 triangles but most important it has 12 diffuse 2048*2048 textures + 1 1024*1024, and 8 normal maps 1024*1024. No visible fps drop, and the model looks better than in xplane:



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seppen

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Re: Importer
« Reply #85 on: September 13, 2012, 07:05:27 am »

OpenCOLLADA doesn't seem to work with 3ds Max 2013. Any ideas what to do?

Save out as 2012, and up it!, I got Max 2012.
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Deutschmark

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Re: Importer
« Reply #86 on: September 13, 2012, 07:08:52 am »

Nice plane ddenn, looks TOP!!!  :)

Deutschmark
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I have not come across a polygon yet that I have not been able to model with

angrypig

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Re: Importer
« Reply #87 on: September 13, 2012, 07:20:10 am »


I´ll test later today when imported some old fashion buildings, but Outerra seems to handle loads of poly´s with ease.

I´ll texture the buildings to check if that impact the framerate, tedious work though since loads of different textures on each building 20+ even if diffuse only.

Tested with 4 tanks, textured buildings seems to have 0 impact, but 5 tanks crash/boom :)

What is the shortcut for fps?

This tank model is not suitable for a real-time rendering, there are too many meshes and thus draw calls (11k for one object is really too much). Those meshes have an average face count ~100 which is very inefficient. Currently there is a limit of 64k draw calls per frame so it means 5 tanks + a few buildings. 11k meshes is just ridiculous

Making a model suitable for the game engine is not an easy task, it is a tradeoff between the poly count, batch count, texture size, number of LODs etc... And even though OT can handle a lots of poly, it's important to use LODs
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seppen

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Re: Importer
« Reply #88 on: September 13, 2012, 07:33:48 am »


I´ll test later today when imported some old fashion buildings, but Outerra seems to handle loads of poly´s with ease.

I´ll texture the buildings to check if that impact the framerate, tedious work though since loads of different textures on each building 20+ even if diffuse only.

Tested with 4 tanks, textured buildings seems to have 0 impact, but 5 tanks crash/boom :)

What is the shortcut for fps?

This tank model is not suitable for a real-time rendering, there are too many meshes and thus draw calls (11k for one object is really too much). Those meshes have an average face count ~100 which is very inefficient. Currently there is a limit of 64k draw calls per frame so it means 5 tanks + a few buildings. 11k meshes is just ridiculous

Making a model suitable for the game engine is not an easy task, it is a tradeoff between the poly count, batch count, texture size, number of LODs etc... And even though OT can handle a lots of poly, it's important to use LODs

I noticed it was kind of heavy he he, 1 of those is like 30 of my buildings.
Is there a limit on materials in on object?, noticed some textures not carry over when updated (balcony).

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seppen

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Re: Importer
« Reply #89 on: September 13, 2012, 07:39:19 am »

Nice plane ddenn, looks TOP!!!  :)

Deutschmark

+1
Wonderful model/textures, can opacity for glass be adjusted in the matlib file?
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