Peugeot205 Posted February 14, 2014 Posted February 14, 2014 I have Autodesk 3d max 2009 32 bits running under W7 , I have a 3D that I would like to use at SF2 but when I want to export the 3D file into the LOD file I ge this: Any Idea? Thanks Quote
Peugeot205 Posted February 14, 2014 Author Posted February 14, 2014 The issue is with the file as I've been able to export other 3d models to LOD format. Quote
logan4 Posted February 14, 2014 Posted February 14, 2014 Check what is the polycount of it's biggest(most detailed) mesh. It can not be more than 5k. If it is then you will have to break up that component to smaller pieces. Had that before. Quote
Peugeot205 Posted February 14, 2014 Author Posted February 14, 2014 Check what is the polycount of it's biggest(most detailed) mesh. It can not be more than 5k. If it is then you will have to break up that component to smaller pieces. Had that before. Ok but could you please tell me how to this step by step.... Quote
+russouk2004 Posted February 14, 2014 Posted February 14, 2014 if the hull for example is over 5ooo polys ,you need to break it to smaller parts..That model is high poly,can see that from pics...lod exporter will crash if over limit as posted above Quote
Peugeot205 Posted February 15, 2014 Author Posted February 15, 2014 if the hull for example is over 5ooo polys ,you need to break it to smaller parts..That model is high poly,can see that from pics...lod exporter will crash if over limit as posted above could you please tell me how to this step by step.... ..... ¿ Quote
logan4 Posted February 15, 2014 Posted February 15, 2014 (edited) There are 2 ways to go about reducing the poly count of individual meshes. First is to break it up into smaller sections (what russouk and I suggested) and the other is to simplify the given mesh - meaning if the mesh not need to be so highly detailed or it is the same shape in its length (or most of it) then for example in a case of a mast instead of 5 sections 1 section is enough. Best result will come from mixing the 2 ways but keep in mind that you will need to figure out what you want to break into smaller sections and what simplify as you go. To find the problematic meshes right click on the mesh you want to inspect. it will bring up a list of options, select "object properties". It will bring up a window with details of the given mesh. (size, polycount, texture, etc) what you looking for is the data on vertices. If you find something that is over 5000 than that will be one you will have to handle - keep in mind not necessarily the only one, there could be many. As you see that is over 25k. In this case of the fuselage, you can go with breaking up into smaller sections (nose, intake, engine, nosle, gearbay, etc) That will reduce the numbers and will keep your details too. On the mesh edit properties select "polygon" option. Then select a section on the mesh you think would fit for a "splitting point" Roll down in the right editing options till you see the button "detach". Press it, will bring up a small window asking for the new name of that detached section, name as you see fit. Then select an other section and repeat the above 2 step. Sometimes check for the new polycount status. Do this detach steps until you reach a desired state bellow 5k. The other way is to simplify the mesh - keep in mind that distortions could happen to the shape of the mesh so you will have to check and see how much is "enough". One option is to remove or weld not required vertices. Or use the "MultiRes" option. Press "generate", this will makes other options available. Set welding threshold to 0,001m, then set a "percentage" value and press enter. As you see in pic it reduced the count by 80% and there are visible changes on the mesh grid. You will have to experiment with the values which will give you the best result so you not loose details yo want to keep. When the above is done, do not forget to reset xform on the meshes created and/or modified, so they will have the right size values. One side note, there might be other ways to do it. The above is limited by my knowledge and experience level with 3dsmax. It gonna be a bunch of trial and error, so do not forget to save from time to time and also if you feel necessary than create some "save copy as" in different stages so you don't have to start from step one if something goes astray. Edit: I forgot to say, you will have to "link" the new mesh sections to the basic structure as you see fit. Otherwise after exporting things can be misplaced compared to their real place in max. Edited February 15, 2014 by logan4 2 Quote
Peugeot205 Posted February 15, 2014 Author Posted February 15, 2014 Amazing Logan4 Thank you very much. Cangas Quote
Peugeot205 Posted February 15, 2014 Author Posted February 15, 2014 I've been able to do it!!!!! Yes thank you , I'm playing with it and I'm very happy..... Can I ask what ship is that?? The one you see is a Kiev class... But I'm working in one you will love as well as all the spaniards at CA ;) 2 Quote
Peugeot205 Posted February 15, 2014 Author Posted February 15, 2014 (edited) Ok..... here we have the spanish aircraft carrier Principe de Asturias at SF2!!!!!!!!!!!!!!!!!!!!!!!!!! But with no skins............. So my question is................................. How can I create the templates in order to do the skins? Thank you very much Best Regards Cangas Edited February 15, 2014 by cangas Quote
logan4 Posted February 15, 2014 Posted February 15, 2014 Glad it worked out. Meantime Cesar called to my attention a function I've never checked myself before that can be used for determine a quick way which meshes could cause problem. So for the record of future reference. When the max file is open, in max menu go File->Summary Info This will bring up a window with all mesh data listed. Here you can see which meshes you will have to deal with (things above 5k). ----- Regarding skins. Did the model had UVW maps? For creating them. See this basic tutorial. http://combatace.com/files/file/5049-mustang-tutorial-10-unwrapping/ If it had, then check the .out file of the model, the used texture files should be listed in there. Quote
Stratos Posted February 15, 2014 Posted February 15, 2014 But I'm working in one you will love as well as all the spaniards at CA ;) A Príncipe de Asturias maybe? Quote
Peugeot205 Posted February 15, 2014 Author Posted February 15, 2014 A Príncipe de Asturias maybe? Yes 1 Quote
Peugeot205 Posted February 15, 2014 Author Posted February 15, 2014 It seems it has them: TW Exporter Dec2010-C, Decals=FALSE Cube [12 polys, 24 verts] 'Material' default [12 polys, 24 verts] 'Material' Cube01 [12 polys, 24 verts] 'Material' Mesh [3418 polys, 6068 verts] 'Mat.002pda_2' Mesh.001 [654 polys, 1309 verts] 'Matpda_0.dds' Mesh.002 [1153 polys, 3048 verts] 'Mat.001pda_1' Mesh.001 [1266 polys, 2437 verts] 'Mat.003pda_3' Mesh.004 [68 polys, 160 verts] 'Matpda_0.dds' Num Nodes: 8 Total: (6595 polys, 13094 verts) Mesh Max: (3418 polys, 6068 verts) CastShadow=FALSE Nodes: CatchShadow=FALSE Nodes: 5 Materials: ( 1) Material: <No Texture> ( 2) Mat.002pda_2: pda_2.dds ( 3) Matpda_0.dds: pda_0.dds ( 4) Mat.001pda_1: pda_1.dds ( 5) Mat.003pda_3: pda_3.dds 4 Textures: pda_2.dds pda_0.dds pda_1.dds pda_3.dds Points Extents The problem is this one.......... They don't fit the 3D model properly.... Any idea? Quote
logan4 Posted February 15, 2014 Posted February 15, 2014 I can't see the picture.. If that 4 dds is in the ship's folder they should show. One thing you can try is to make a .jpg version of those skin files see if that make any difference. Quote
Peugeot205 Posted February 15, 2014 Author Posted February 15, 2014 I can't see the picture.. If that 4 dds is in the ship's folder they should show. One thing you can try is to make a .jpg version of those skin files see if that make any difference. Opss here it is: Quote
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