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Two suggestions

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germany
Hi Arno,

I have two suggestions for ModelconverterX to propose:

1. Is it possible to handle the xtomdl-limit of texture-vertices inside modelconverterx? I have several objects (ships, aircraft carriers) that have around 50 drawcalls and 60k texture-vertices. When I optimze them with the "minimize drawcall" function, the xtomdl compilation exits with an error and produces a 0 byte file. Apparently, the drawcall minimization almost doubles the texture vertices and is way over the 65k limit for xtomdl.

2. I saw your nice video tutorial on LOD generation and the idea sprang to my mind that this function could be used to make simpler versions (for static objects) of complex models. Ie, take an aircraft or ship and make a static object with reduced complexitivity out of it. Would it be possible to save a down-LODed version of a model seperatly?


Cheers,
Mark
 
Hi Mark,

1. Is it possible to handle the xtomdl-limit of texture-vertices inside modelconverterx? I have several objects (ships, aircraft carriers) that have around 50 drawcalls and 60k texture-vertices. When I optimze them with the "minimize drawcall" function, the xtomdl compilation exits with an error and produces a 0 byte file. Apparently, the drawcall minimization almost doubles the texture vertices and is way over the 65k limit for xtomdl.

Let me see if I can look into that. I would not expect that the total amount of texture vertices is increased. But you can end up with more texture vertices in one material, that could give trouble as well.

I'll see if I can find a good test object for this.

2. I saw your nice video tutorial on LOD generation and the idea sprang to my mind that this function could be used to make simpler versions (for static objects) of complex models. Ie, take an aircraft or ship and make a static object with reduced complexitivity out of it. Would it be possible to save a down-LODed version of a model seperatly?

Yes, that is possible already. You might have to manually change the GUID to prevent trouble. In the LOD Creator you can remove any LOD that you do not want anymore, leaving only the simpler versions. Then you can just save the object with another name.
 
Hi Mark,

Let me see if I can look into that. I would not expect that the total amount of texture vertices is increased. But you can end up with more texture vertices in one material, that could give trouble as well.

I'll see if I can find a good test object for this.

Thanks four your answer. If you want, I can send you one of these complex models for testing.

As for the LOD idea, that's great! I was working with the 1.2 version, and did not know this was already implemented in the beta.

Thanks,
Mark
 
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