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#1 (permalink) |
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Junior Member
Join Date: Aug 2003
Location: Argentina
Posts: 2
Name: Lioric Lioric |
hey guys
i work on game development and i have used ls in the past with excelent results for indoor levels, but recently i have a problem with ls 3.2 in an outdoor scene ( tracks ), i export a scene or a single mesh from max to ls, load the file and check process - statics, the poly count is equal to the modeled count, but when i start process the scene, it increases the polys, the weird is that i have the "lock mesh" set to on on precess settings, and in every surface or block the "no mesh" check is set when we check in max the solution, they look the same in polygon terms, but this solution has more faces, ( the polygon counter result ), the meshes are about 800 - 2000 polys each, so is hard to browse every polygon, comparing to the original to see where it has increased this is not aceptable since we model the surfaces with an exact poly count and we dont want the count increased, the modeling stage is very precise in terms of modeling as they are made with the absolute needed polys that will be seen in the engine ( performace, limitations of the engine, current hardware ) Lioric |
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#3 (permalink) |
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Junior Member
Join Date: Aug 2003
Location: Argentina
Posts: 2
Name: Lioric Lioric |
hey jeff
thanks, i found that browsing the help file a few minutes after posting here, but thanks a lot Now we have another problem, the number of bitmaps generated by the m2t is high (30000+), each surface to texture, in indoor levels, this is not a problem where 2 polys make, lets say, a wall, so the number of lighamps generated are not too high, but for outdoor levels not, so i did a 3dsmax plugin to pack all the textures in a few bigger maps (total of 4 bitmaps of 512x512), but now there are gaps on the polys edges, i checked the uvs for 2 days by now and they are ok, even i tried to scale each texturevert a litle to compensate but in a way or other, there are seams on the edges is there any tool that can make this work (pack all the individual textures on a few bigger, and change the uvs to reflect the new bitmaps), so i can compare with my plugin, or probably this kind of tool/plugin/script is already made by some guy i can talk with ? Lioric |
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#5 (permalink) |
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Veteran Member
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It sounds like you need to use the options in m2t to join surfaces so they make one texture and not one for each polygon. I have never used m2t on a real project (just played with it a bit) so I cannot say just HOW to do that, but I remember that it can be done. And that it is covered in the manual, which is where I read about it.
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