Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
2 registered members (TipmyPip, 1 invisible), 18,789 guests, and 8 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 2 1 2
Re: Some Bugs or is it just me? [Re: adoado] #169989
12/05/07 15:55
12/05/07 15:55
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Unfortunatelly I am not a max user. So I cannot tell about it. In Lightwave I could just do a extrusion with a tool like "bevel", "extend" or "Smooth shift" but don't move the newly created vertices. This creates new edges and thus breaks the smoothing there.
I don't know it that is something similar like "chamfer" in 3ds max.

Another option would be to cut the group of polygons by unwielding the edges around it.

But auotmatic wielding all vertices might destroy smoothing methods like mentioned above.

A "smoothing group" sounds like magic but it will be something very simple at the end.


Models, Textures and Games from Dexsoft
Re: Some Bugs or is it just me? [Re: Machinery_Frank] #169990
12/05/07 16:06
12/05/07 16:06
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
Quote:

If 3ds Max displays the smoothing groups correctly then it also has to convert it to DirectX and OpenGL through cutting meshes on the fly.


yes, meshes in modelers are stored in much more complicated data structures and for viewport rendering they get converted to what opengl needs all the time but game engines don't do it that way because it's much slower.

Quote:

By the way: If you split meshes then you get open meshes and althogh you got hard edges you lose the chance to use stencil shadows at the same time since stencil shadows need closed meshes.


usually there is a separate data structure for boundary information so you could have stencil shadows nevertheless. i am not sure how this works with gamestudio but stencil shadows aren't the future anyway. they have too many disadvantages.

Quote:

I thought eventually smoothing groups all boil down to the creation or splitting of extra vertices to create the smoothness, and the "tool" of smoothing groups simply automated the process, rather than creating them all by hand?


yes, that's how it works!

Re: Some Bugs or is it just me? [Re: ventilator] #169991
12/05/07 16:20
12/05/07 16:20
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
That is a good hint of you, Ventilator. If I create a LOD version of a model with closed geometry then I can use an open mesh object for visual rendering while the stencil shadow uses the closed-mesh-LOD-stage of it.

This improves the visual effect and speeds up rendering time of stencil shadows.


Models, Textures and Games from Dexsoft
Page 2 of 2 1 2

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1