Topic: Model LOD help  (Read 2923 times)

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Offline Cyberkada

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Model LOD help
« on: April 15, 2008, 08:16:21 pm »
This is probably the best place to post this.

I need some Babylon 5 models in Milkshape format (I can convert to other formats) which I want converted to different LOD levels - probably 4 LODs.  Don't worry about joints and hardpoints - I will fix later.  Do not resize, as they are sized for the game already.  Also I need some good medium poly (4000 for highest LOD) SFC ships for the SFC version of this. I'm looking at 4000 - 2000 - 1000 and 500 at max for poly levels, but that can change.

LAN Multiplayer is starting to work - need to use LOD to cut down on lag.

Post a message if you a willing to help out.  The original source for some of  these models is from DamoclesX Starshatter MOD.

Thanks.
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Offline atheorhaven

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Re: Model LOD help
« Reply #1 on: April 15, 2008, 11:57:40 pm »
This is probably the best place to post this.

I need some Babylon 5 models in Milkshape format (I can convert to other formats) which I want converted to different LOD levels - probably 4 LODs.  Don't worry about joints and hardpoints - I will fix later.  Do not resize, as they are sized for the game already.  Also I need some good medium poly (4000 for highest LOD) SFC ships for the SFC version of this. I'm looking at 4000 - 2000 - 1000 and 500 at max for poly levels, but that can change.

LAN Multiplayer is starting to work - need to use LOD to cut down on lag.

Post a message if you a willing to help out.  The original source for some of  these models is from DamoclesX Starshatter MOD.

Thanks.

I'm willing to help out.. anything to get more B5 in the game, or in other games.  But I've been learning that lately, the best way to get things to me and have me do them is to give me a download link, and a place to upload the finished product.  Trying to catch someone online when I've got such limited time is getting harder and harder to accomplish.

But if you can upload somewhere, I can convert them into .MS3D  I just don't know if those LODs will import into Milkshape..
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Offline Cyberkada

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Re: Model LOD help
« Reply #2 on: April 16, 2008, 07:04:30 am »
They already are in MS3d format.  I will do the final assembly to dts format (a royal b*tch).  This gives me a chance to do something other than boring developing project management software.

http://www.ubiquitous-tech.com/products.html

Working on Multiplayer (a real b!tch with lag issues).  Then porting the TGEA 1.7 (just released - shaders YEAH!!!!)


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Babylon 5: Severed Dreams
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Offline atheorhaven

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Re: Model LOD help
« Reply #3 on: April 16, 2008, 08:50:41 am »
They already are in MS3d format.  I will do the final assembly to dts format (a royal b*tch).  This gives me a chance to do something other than boring developing project management software.

http://www.ubiquitous-tech.com/products.html

Working on Multiplayer (a real b!tch with lag issues).  Then porting the TGEA 1.7 (just released - shaders YEAH!!!!)


Well, if you can get them to me, I can do up some LODs at the levels you're asking, and then export them to .MOD and then into .MS3D once I install Milkshape here.. again my only concern is if Milkshape handles LODs.. if it does, then great.  :)
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Offline Rod ONeal

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Re: Model LOD help
« Reply #4 on: April 16, 2008, 04:17:50 pm »
When you import .mod into milkshape it only imports the 1st LOD. It's probably a plugin limitation rather than a milkshape one. My advice (just an educated guess) would be to generate the LODS as separate .ms3d files and then bring them into milkshape using the merge function. Milkshape will only merge it's native format. If the dts exporter handles LODS (probably does) you could then export with LODS intact from milkshape.
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Offline atheorhaven

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Re: Model LOD help
« Reply #5 on: April 16, 2008, 04:54:00 pm »
When you import .mod into milkshape it only imports the 1st LOD. It's probably a plugin limitation rather than a milkshape one. My advice (just an educated guess) would be to generate the LODS as separate .ms3d files and then bring them into milkshape using the merge function. Milkshape will only merge it's native format. If the dts exporter handles LODS (probably does) you could then export with LODS intact from milkshape.

That's what I thought.. I thought that I remembered something like this as a limitation with the plugin.

I can try the seperate LODs export and then see if that works.. wonder though if there's a DTS exporter for Max 3..
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Offline Cyberkada

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Re: Model LOD help
« Reply #6 on: April 16, 2008, 07:18:08 pm »
When you import .mod into milkshape it only imports the 1st LOD. It's probably a plugin limitation rather than a milkshape one. My advice (just an educated guess) would be to generate the LODS as separate .ms3d files and then bring them into milkshape using the merge function. Milkshape will only merge it's native format. If the dts exporter handles LODS (probably does) you could then export with LODS intact from milkshape.

That's what I thought.. I thought that I remembered something like this as a limitation with the plugin.

I can try the separate LODs export and then see if that works.. wonder though if there's a DTS exporter for Max 3..

There is a DTS exporter for Max 3. The Milkshape DTS exporter does handle LODs.  I use the merge function in MilkShape because I have separate Hitboxes for my Primary/Fwd/Aft/Port/Starboard Hull areas and for my mount points (lights, weapons, turrets, exhaust, contrail and damage emitters).

Most ships have 1 skin (1024 x1024) and fighters have a secondary transparent skin for windows - allows for 1st person fighter view and mounting of pilots.  I will add ground assault vehicles (GROPOS) later and ground missions.

Torque is different as LOD is done by pixel height rather than distance.

Is there an e-mail address that I can send you the files in .ms3d format?
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Babylon 5: Severed Dreams
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Offline atheorhaven

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Re: Model LOD help
« Reply #7 on: April 17, 2008, 10:10:49 am »
There is a DTS exporter for Max 3. The Milkshape DTS exporter does handle LODs.  I use the merge function in MilkShape because I have separate Hitboxes for my Primary/Fwd/Aft/Port/Starboard Hull areas and for my mount points (lights, weapons, turrets, exhaust, contrail and damage emitters).
Most ships have 1 skin (1024 x1024) and fighters have a secondary transparent skin for windows - allows for 1st person fighter view and mounting of pilots.  I will add ground assault vehicles (GROPOS) later and ground missions.
Torque is different as LOD is done by pixel height rather than distance.
Is there an e-mail address that I can send you the files in .ms3d format?

atheorhaven at gmail dot com is the best one (I check that all the time)... atheorhaven at hotmail dot com I check when I remember.  ;)
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Mare Imbrium Shipyards - http://mareimbrium.webhop.net

Don't bother checking out my website for the most recent updates, because I've
been too lazy to update it!  Check Battleclinic!