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Re: possibly one of the dumbest questions ever, bu [Re: ventilator] #62063
01/18/06 08:27
01/18/06 08:27
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
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ello  Offline OP
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planet.earth
this sounds very interesting. what does it take as input file? i use c4d and normaly i export my files as 3ds to take them into med.


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: possibly one of the dumbest questions ever, bu [Re: ello] #62064
01/18/06 08:31
01/18/06 08:31
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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the input file is a mdl7. does your 3ds file come into med flawlessly (with groups and everything intact)?

(before spreading this tool i would have to arrange this with jetpack_monkey though because i made it for her.)

Re: possibly one of the dumbest questions ever, bu [Re: ventilator] #62065
01/18/06 08:34
01/18/06 08:34
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
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ello  Offline OP
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planet.earth
yes, but i have to texture it separately because the textures arent loaded automatically. for your tool, do i need to have single meshes?? now i use one big mesh for every of those 11 parts (houses, sidewalks, etc)


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: possibly one of the dumbest questions ever, bu [Re: ello] #62066
01/18/06 08:52
01/18/06 08:52
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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every part you want to split has to be in a separate mdl7 group for my tool. for example if you feed it landscape.mdl which has 5 huts on a hilly terrain in it and every hut is in a separate group it spits out:

landscape_0001.mdl // contains the hilly terrain
landscape_0002.mdl // hut 1
landscape_0003.mdl // hut 2
landscape_0004.mdl // hut 3
landscape_0005.mdl // hut 4
landscape_0006.mdl // hut 5
landscape.wmp // contains all models at their correct position



i think med would load the textures for .x files automatically. isn't there a .x exporter for cinema4d? the new med can also import groups from .x files (and probably other formats too) so depending on your exporter and the format you use you could get a model with groups directly out of cinema4d.

Re: possibly one of the dumbest questions ever, bu [Re: ventilator] #62067
01/18/06 09:02
01/18/06 09:02
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
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ello  Offline OP
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planet.earth
this sounds great. i hope jetpack_monkey allows it:)


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: possibly one of the dumbest questions ever, bu [Re: ventilator] #62068
01/18/06 09:05
01/18/06 09:05
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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I just realized something. For all those textures you have, 11 2048x2048's, you'd need 132 MB in video memory thus it would only work on cards of 256 MB or more. You should consider lowering this to at most 64 MB.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: possibly one of the dumbest questions ever, bu [Re: ulillillia] #62069
01/18/06 09:16
01/18/06 09:16
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Quote:

I just realized something. For all those textures you have, 11 2048x2048's, you'd need 132 MB in video memory thus it would only work on cards of 256 MB or more. You should consider lowering this to at most 64 MB.




it can still work on cards with lower memory. This is because of memory paging and also mipmapping. If your textures in the distance are mipmapped, then they dont need the the fullsize texture... However you will get slowdown when swapping textures in memory.

One way i can think of to make this work better is to simply make LOD models, and have the LODs use a much smaller texture, that way only rarely will more than one full size texture be displayed at once.


Sphere Engine--the premier A6 graphics plugin.
Re: possibly one of the dumbest questions ever, bu [Re: Matt_Aufderheide] #62070
01/18/06 09:30
01/18/06 09:30
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
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planet.earth
sadly not in my case, because yet all small houses are one model, all skycrapers are one model and so on. so you are always surrounded by one model. lod cant work there. i think ventilators tool would be the best choice and in that case i can create lots of small parts since i dont have to place them manually.


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: possibly one of the dumbest questions ever, bu [Re: ello] #62071
01/18/06 10:21
01/18/06 10:21
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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btw. why don't you use dds textures? their size would be 6 times smaller. splitting the model into some smaller pieces probably would be advantageous nevertheless since a single huge model has absolutely no (frustum) culling.

Re: possibly one of the dumbest questions ever, bu [Re: ventilator] #62072
01/18/06 10:30
01/18/06 10:30
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
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ello  Offline OP
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planet.earth
how do i create this dds?


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
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