Alienhead Posted May 27 Share Posted May 27 I just spent many many hours converting, and texturing some rocks. then saved. I just came back into the editor the following day and loaded my map to find that none of the models/mats or colliders got saved,. So I redone a few of the rock formations and exited out the editor again.. To my surprise nothing got saved AGAIN. These models are lod 0, 1 to 3 with degrading materials on each LOD level.. the collider is based off the last LOD model. Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Alienhead Posted May 27 Author Share Posted May 27 Colllider seems to be saving now as well as the material.. but no LOD's are saved. Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Josh Posted May 27 Share Posted May 27 Is this goatommetry's castle valley pack? I need a sample model to test. 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...
Alienhead Posted May 28 Author Share Posted May 28 No this is straight media from Sketchup Warehouse Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Josh Posted May 28 Share Posted May 28 I will need to download the model in order to test it. 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...
Alienhead Posted May 28 Author Share Posted May 28 ... 1 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Solution Josh Posted May 28 Solution Share Posted May 28 Okay, so I found that the LOD models contain extra hierarchy. This is bad because the editor can't correlate which limb matches which. Maybe I can improve this, but the easiest solution is to collapse the models first. Once I did this, the LODs loaded and saved with no problems. I generated a convex decomposition collider and that seemed to work fine. veoneio.zip (This model contains one additional LOD.) When importing large numbers (about 100) of complex models, I had the best results writing a script that automated the process. You can call Collapse() and AddLod() in a script and use the Scripts > Run Script menu item to execute it. 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...
Alienhead Posted May 28 Author Share Posted May 28 Is LOD 4 allowed ? Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Josh Posted May 28 Share Posted May 28 The engine supports up to four LODs. It will be important to enforce this when we move culling over the a compute shader, because the data layouts have to be very strict. 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...
Alienhead Posted May 28 Author Share Posted May 28 So I should plan and start building with 4 lods 'now'? Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Josh Posted May 28 Share Posted May 28 Well, that's the maximum I thought would be necessary. The GPU will have to allocate a buffer equal to the number of LODs times the number of instances of the model that exist in the world, times four, which I guess is not that much memory. I could probably support more but four seems like a nice number. The culling routine might also have to iterate through the number of LODs for each instance in order to be dynamically uniform. 1 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...
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