gamecreator Posted October 22, 2017 Share Posted October 22, 2017 Pretend I create a level like this in 3DS Max: If I export this level as a single FBX, does Leadwerks recognize that the boxes (and grass and whatever else) are exactly same and automatically instance/optimize them? I assume the answer is no as this is a very special case but just curious. And if not, is there an easy way for me to optimize this myself? As I type this out, I figure I can just go through all the entities, remove the boxes and re-create/position them and that would probably do it. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted November 3, 2017 Author Share Posted November 3, 2017 I'd still love an answer to this, if someone knows (Josh?). Will Leadwerks instance/optimize models within a single FBX scene or do I need to do it myself? Quote Link to comment Share on other sites More sharing options...
mdgunn Posted November 3, 2017 Share Posted November 3, 2017 I suspect not. Didn't think format dealt with instances but not really speaking from a position of any significant knowledge. Why would you want to do this (I'm sure there are good reasons)? Are you trying to design the level in Max and not have to re-create in Leadwerks? If that is the aim how about putting nulls/empties (whatever max uses for the term) or maybe a bone if empties don't work. If you have a name you would later recognise in a script in Leadwerks you could locate these elements and place a mesh there (so gaining instancing from Leadwerks I think?). Alternatively maybe you need a script to run through the map elements in max and write out some data which you can then read in later in Leadwerks. E.g. you generate a lua script setting up a table with elements of position, type etc. for boxes etc and Leadwerks creates instances. Dunno what max is like but I would of thought this fairly simple to do in Blender (if you have a small amount of scripting knowledge - which I have only seen a little of but I think is probably not very difficult). Max must have some equivalent but if not you export the FBX from Max, import to Blender and run the script there. Maybe you need to give us a little more information on the WHY bit so we understand the overall goal? Quote Link to comment Share on other sites More sharing options...
gamecreator Posted November 4, 2017 Author Share Posted November 4, 2017 Thank you for the post. I prefer to use Max simply because I'm faster with it and it has more features, like being able to move vertices. I have no problem with replacing models by looking at the entity names. I'm just curious if this optimization is needed at all. Worst case I can set up a test scene and compare the performance but Josh could just say either way. Quote Link to comment Share on other sites More sharing options...
Josh Posted November 18, 2017 Share Posted November 18, 2017 No, every limb within an FBX file is considered unique. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
gamecreator Posted November 18, 2017 Author Share Posted November 18, 2017 Good to know. Thank you. Quote Link to comment Share on other sites More sharing options...
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