- Messages
- 227
- Country

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
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
