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Hi,
sometimes I get an old mdl and I wonder : is it "drawcall batching" coded ?
Shouldn't it be an idea to add this information in the properties window ?
Thank you
 
Hi,

That idea is on the wishlist already.

But I have a problem there. After loading the MDL in ModelConverterX it can show if it would be exported with or without drawcall batching. But even if ModelConverterX can export it that way, it could be a GMax MDL that does not have the batching.

If you want to see if on the MDL itself, I would better add it to DrawCallMonitor.
 
Thank you. I haven't thought abour DCMonitor.
I tried out to read 2mdl exported with and without the DCB set. An Hex dump confirms the 2 files aren't the same. But when reading with DCMonitor, I can see no difference !

My concern is not to know if the model will be exported with or without DCB option, but if the model I read is already or not DCB. That's why I suggested just an info in the properties panel .
 
Hi,

Yes, at the moment DrawCallMonitor does not show the difference. I just said it might be a better tool to get the information you are looking for.

Since ModelConverterX does first import the MDL file and the structure can change at that phase.
 
Arno, the presence of animation code within the mdl would indicate that it will not drawcall batch.

A simple flag for these (in the display) would be a good indication.

"BATCH" or "Ani/LOD" perhaps.

It would be up to the user to decide whether the model was supposed to be compiled with either priority.
 
Hi Ian,

Yes, but ModelConverterX does not import an empty animation for example. So in a GMax MDL it might be there, but ModelConverterX ignores it.

But in DrawCallMonitor it would be useful to see if such an empty animation is there or not. I'll see if I can implement this.
 
I have added this function to DrawCallMonitor now. See my blog post for an explanation.
 
Hi,
Weird ! An mdlx generated with "drawcall batch" set to false and no LOD is seen in DCMon with
- grey working LOD
- green drawcall.
What does this mean ?
 
Hi,

If an object only has one LOD level, the levels of detail will be gray. Only when there is more than one it will appear in a colour.

Since you have only one LOD level, drawcall batching can work on it. Hence the green colour. If you set DrawcallBatching to false in ModelConverterX means it has no priority over LODs, it doesn't mean it will not work.
 
Oh I didn't know that. You mean it' no use setting the exporter to DCBatching: an MDL without only one LOD is automatically coded for DCB ?
 
Hi,

Yes, ModelConverterX will automatically do drawcall batching when there is only one LOD level. GMax does not do this btw. But I feel it makes no sense to not do it.
 
Hi,
I will follow this thread instead of opening a new one.
I get some trouble when trying this operation:
- batch convert of many (>20) big (1.5Mo) files from mdl9 to mdlx (default lod500) with empty lod300 and night texture additions.
Framework.net crashes with this box I attach the error log (index out of range). Sometimes message refers to memory overflow while I still get free memory.

Also I found that when batch converting collada jpg textured to mdlx with add night texture AND texture conversion, the resulting material is the right bmp diffuse texture, but nightmap is set to jpg.

I'm still searching how I can empty the bump slot when batch processing.
Yours
 

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Hi,

In what order did you put the night texture and convert texture operators? If you first have the night texture and then the convert I would expect they should all get the right format.

I am not sure about the errors. Recently I have converted a batch of over 100 objects without any errors. But if you can always reproduce the crash with your object, please let me debug them.

There is no option at the moment to remove bump maps.
 
Hi,

I just check the first part of your question. I found out that when you first assign the night texture and then convert, it could be that the night textures are not converted. But that only happens when ModelConverterX can not find the texture to convert.
 
Hi,
You're right. Night textures weren't in correct folder.
Will try to find some mdl that allways crash.
 
Maybe I should update the tool so that it will still update the reference to the texture, even if the file itself is not found. Let me put that on the todolist.
 
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