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Author Topic:   LOD plug-in for AC3D..
Razer
Pilot
posted 04-19- 07:47 PM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
Is hippie still hanging around? An old bug keeps popping up and it's starting to get on my nerves.

Ok, I've noticed a (mega?) problem with the LOD export on some files. It seems to double or triple vertices on some models.

Like the sliding canopy for the Ki-61 is 284 vertices. Now when I export it everything seems ok till I open the newly created LOD file in a tex editor. Now it's telling me I have 864 vetices and not 284 like I had when I optimized it.

Now when I import the part back in it tells me I have 864 vertices till i optimize it again, but when I export it, it goes back to 864.

Is there some way we can see about trying fix this since I think this is hurting my FR's on the planes I make.

Another note, the b-26 fuse only has 500 vertices but after exporting I have 1956.

I'm not the only one to see this, Pachy has also noticed the doubling problem.


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Tony "Razer" Martin
FS Hangar

[This message has been edited by Razer (edited 04-19-2001).]

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wakeup tailgunner
JAG
posted 04-20- 06:25 AM     Click Here to See the Profile for wakeup tailgunner   Click Here to Email wakeup tailgunner     Edit/Delete Message   Reply w/Quote
From what I recall, import a lod, and the vertices get doubled, since shared vertices are no longer shared. Then the process happens again on export as vertices are split so they are no longer shared....

Optimising vertices helps control the problem, but it can be a real pain!!!

Maybe the plugin could be modded to automatically optimise the verts where they are shared when you import the lod?

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Razer
Pilot
posted 04-20- 12:01 PM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
The problem is it's doubling them after the export. It says it's only 256 but after I export it and open it in a text editor it says it's back up to 862.

So technicly I didn't optimize a damn thing cause it still doubles after export.

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Sv
JAG
posted 04-20- 01:13 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Hippie's LOD file does not share verts, but you can see that verts that are "shared" have the same vetex normal coords. This is all fine. This is still correct. The only thing you need to worry about is when/if you smooth shade the object again in the future. You must make sure to "optimize" the desired verts in AC3D before you do this. If you do any other mesh work, you need not optimize.

When you "optimize" you are sharing the verts in AC3D - this guarentees that the shared verts will have the same vertex normal and hence "smooth shading."

The verts need to be split out (not shared) because each vert has its own texture coordinate.

I don't understand every apect of this - but this is more or less how it works. The bottom line is that it is NOT a bug, it should work like that. You do need to be aware of this approach though - for times you import, alter, and then re-export a LOD. Don't worry about the vert count (or sharing) - it is of no consequence, but DO worry about the vertex normals and how they were calculated (smooth shaded or flat shaded)

So "optimizing" is not for SDOE, but for AC3D. You are not saving any verts by optimizing because when you export it always must export each and every vertex.

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-Sv

Wings with Wires

[This message has been edited by Sv (edited 04-20-2001).]

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