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[Blender] New DTS plugin

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--- Quote from: Zeblote on June 27, 2015, 11:18:54 AM ---I've had this problem in the past and it was always caused by an object being scaled smaller than 1 on one axis

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DTS doesn't actually have any kind of scaling unless you're working with animations. Models are tested with an actual in-game scale of "1 1 1".

Path:

This is beautiful. You are beautiful.

This should cut down model work by 75% for generations to come.

Also, LOD is set to a somewhat high value upon export, most likely above 500 or something which causes the actual function of detail to be unstable and disappear at close distances. Either this or the model's vertices are being rendered at negative field of view.

portify:


--- Quote from: Path on June 27, 2015, 12:51:01 PM ---Also, LOD is set to a somewhat high value upon export, most likely above 500 or something which causes the actual function of detail to be unstable and disappear at close distances. Either this or the model's vertices are being rendered at negative field of view.

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The exporter uses detail level pixel size as 100. Changing this to 1 or 1000 has no effect on the 'disappearing'.

I've already checked the LOD "objectDetail" and "polyCount" properties. These don't help. "avgError" and "maxError" are set to -1.0 (also what this exporter uses) in basically every perfectly functional DTS shape ever, and are basically deprecated (okay, not strictly) at this point. Changing them should not be necessary.

What do you mean by negative field of view? The exporter currently does export triangles with reverse vertex order ([2, 1, 0] rather than [0, 1, 2]) but normals are messed up otherwise.

After rewriting and properly implementing basically everything related to bounds, radii and LODs, exported meshes no longer disappear in-game.

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Zeblote:

Is that a giant monkey ear?

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