Dear Arno,
First of all thank you for this great tool! I already used it successfully for some of my buildings converting from SketchUp to gmax (and to train simulator then). I would just make some notes about the "Minimize drawcalls" function.
At my latest model, when I set the option DrawcallMinimizerTextureSize to 2048, MCX puts the individual textures together in a way that too much waste space is being left at the top-right corner in the first texture file. The second texture file generated is almost empty, so the textures dropped to the second file could be easily placed into the first file. See:
But I understand that it isn't easy at all to make a good algorythm for arranging the textures perfectly. So I decided to set the DrawcallMinimizerTextureSize back to 1024. This way MCX could arrange the textures to 4 files only, which is quite right.
Then I had an idea, that why not to run the drawcall minimizer once again with the DrawcallMinimizerTextureSize set to 2048 now. This way MCX should copy together the four 1024x1024 textures, and everything would be the same if I could have generate a 2048x2048 texture at first try. But after the second run, the textures on the building are getting mixed up.
It seems, that the textures files are copied together correctly, but their correct place on the model is being lost.
Is it a bug, or one shouldn't run the drawcall minimizer two times in a row?
First of all thank you for this great tool! I already used it successfully for some of my buildings converting from SketchUp to gmax (and to train simulator then). I would just make some notes about the "Minimize drawcalls" function.
At my latest model, when I set the option DrawcallMinimizerTextureSize to 2048, MCX puts the individual textures together in a way that too much waste space is being left at the top-right corner in the first texture file. The second texture file generated is almost empty, so the textures dropped to the second file could be easily placed into the first file. See:
But I understand that it isn't easy at all to make a good algorythm for arranging the textures perfectly. So I decided to set the DrawcallMinimizerTextureSize back to 1024. This way MCX could arrange the textures to 4 files only, which is quite right.
Then I had an idea, that why not to run the drawcall minimizer once again with the DrawcallMinimizerTextureSize set to 2048 now. This way MCX should copy together the four 1024x1024 textures, and everything would be the same if I could have generate a 2048x2048 texture at first try. But after the second run, the textures on the building are getting mixed up.
It seems, that the textures files are copied together correctly, but their correct place on the model is being lost.
Is it a bug, or one shouldn't run the drawcall minimizer two times in a row?
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