Outerra forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Outerra Tech Demo download. Help with graphics driver issues

Pages: 1 ... 13 14 [15] 16 17 ... 30

Author Topic: Importer  (Read 286451 times)

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6721
  • No sense of urgency.
    • outerra.com
Re: Importer
« Reply #210 on: November 16, 2012, 04:59:04 am »

Can we see a picture of the problem?

LOD_CURVE is for LOD switching, provided that you actually have multiple levels of detail in the model, otherwise it's ignored. Mesh/poly should not matter.
Logged

mustang60348

  • Member
  • **
  • Posts: 92
  • newbie
Re: Importer
« Reply #211 on: November 16, 2012, 05:38:26 am »

At work right now, Will upload a pic when I get home tonight
Logged

mustang60348

  • Member
  • **
  • Posts: 92
  • newbie
Re: Importer
« Reply #212 on: November 16, 2012, 06:01:44 am »

Just a simple explanation (without pic till I get home).

If I look at the tires on my aircraft they aren't fully rounded , to be describe it would be to say it is like have a circle with 256 segments which looks round while mine have 32 segements which look less round.

In the original model they are very well rounded. This is all over the model as well, for example around the canopy, you can see gaps between the 'glass' and the rail whereas in the original model there isn't any. It is like there are polygons missing (which indicates that a downgrade of quality was done)
Logged

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6721
  • No sense of urgency.
    • outerra.com
Re: Importer
« Reply #213 on: November 16, 2012, 06:08:49 am »

The gaps are another issue, precision loss because of using 16 bit floats and the reference point of mesh being distant. This can be helped with in the model, but it's going to be handled automatically in the importer.

The wheels - could it be a problem with the normals, so that lighting makes it look less detailed, or simply the geometry is missing?
Logged

mustang60348

  • Member
  • **
  • Posts: 92
  • newbie
Re: Importer
« Reply #214 on: November 16, 2012, 06:18:55 am »

It is really hard to telll 100% but from my perspective right now, it look like geometry is missing.

If you are a 3ds max user and have used a poly reducer script/addon, that is what this reminds me of
Logged

mustang60348

  • Member
  • **
  • Posts: 92
  • newbie
Re: Importer
« Reply #215 on: November 16, 2012, 10:29:55 am »

Here is what the tire looks like in game. I just did the tire because that is where this is most noticeable.

Logged

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6721
  • No sense of urgency.
    • outerra.com
Re: Importer
« Reply #216 on: November 16, 2012, 10:34:50 am »

That's odd, looks also deformed a lot. Can you send us the DAE for test?
Logged

mustang60348

  • Member
  • **
  • Posts: 92
  • newbie
Re: Importer
« Reply #217 on: November 16, 2012, 10:39:33 am »

Tried to send it, file it too big, limit is 192kb....
Logged

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6721
  • No sense of urgency.
    • outerra.com
Re: Importer
« Reply #218 on: November 16, 2012, 10:44:39 am »

Please email it to contact at outerra.com
Logged

mustang60348

  • Member
  • **
  • Posts: 92
  • newbie
Re: Importer
« Reply #219 on: November 18, 2012, 05:34:33 pm »

I sent the file...

I also noticed today that my textures on my imports are also low quality compared to the original model. I checked the .dds files in the packages dir in photoshop, they are fine. So it doesn't appear the exporter changes the textures.

I have tried a bunch of other models I have made over the years ALL of them are doing the same thing.

I have also tried a couple of different version of 3ds Max, 2009, 2010 and 2011 ALL doing the same thing.
« Last Edit: November 18, 2012, 05:43:41 pm by mustang60348 »
Logged

angrypig

  • Sr. Member
  • ****
  • Posts: 454
Re: Importer
« Reply #220 on: November 19, 2012, 02:56:34 pm »

I sent the file...

I also noticed today that my textures on my imports are also low quality compared to the original model. I checked the .dds files in the packages dir in photoshop, they are fine. So it doesn't appear the exporter changes the textures.

I have tried a bunch of other models I have made over the years ALL of them are doing the same thing.

I have also tried a couple of different version of 3ds Max, 2009, 2010 and 2011 ALL doing the same thing.


The reason why the tire is deformed is that you have its origin 30 meters above the geometry, the second strange thing is enormous scale applied to the geometry 38x... We are using 16bit float for the object geometry that save us a lot of memory bandwidth, please keep the origin/pivot as much close to the geometry as possible.

Can you make a screenshot with the texture issue?

Here is screenshot from the blender that shows where the origin is located

Logged

mustang60348

  • Member
  • **
  • Posts: 92
  • newbie
Re: Importer
« Reply #221 on: November 19, 2012, 05:42:33 pm »

Will check this out soonest.
Logged

mustang60348

  • Member
  • **
  • Posts: 92
  • newbie
Re: Importer
« Reply #222 on: November 19, 2012, 06:15:23 pm »

Reset the origin of all geometry, no change ,
Logged

angrypig

  • Sr. Member
  • ****
  • Posts: 454
Re: Importer
« Reply #223 on: November 20, 2012, 02:43:19 am »

Use Reset Xform too because of that 38x scale you have there...
Logged

mustang60348

  • Member
  • **
  • Posts: 92
  • newbie
Re: Importer
« Reply #224 on: November 20, 2012, 05:02:05 am »

Success!!!!!!!!!!!!!!!!

It is working now. A combo of Reset Xform and moving the working pivot to 0,0,0
Logged
Pages: 1 ... 13 14 [15] 16 17 ... 30