3rd Party Models/Media Chat / [SOLVED] Need help with LOD

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3com
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Posted: 17th Jan 2019 20:17 Edited at: 17th Jan 2019 20:20
Working on 3ds max 2015.

LOD_0



LOD_1



LOD_2



LOD_000




I already know that LOD is basically made to work with polygon reduction via decimator utility.
I want to do it in a different way, I explain:
LOD_0 contains all the items: building, debris1 and debris2 = 20k+. (please see img1)
LOD_1, building + debris2 = 2,500+ polys. (please see img2)
LOD_2 only the building, 970+ polys. (please see img3)
I tried it on GG 1.141 and the program crached.
For this reason I prefer to ask before trying on the latest version, I do not want it to crashing, since now I need it working 100%.

Is this possible, or am I doing something wrong?

The most higher poly comes from debris1, around 18k+; maybe should I decimate it instead?

where the "Help wanted " tag is?
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Avenging Eagle
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Posted: 17th Jan 2019 21:19
I thought all your meshes had to merged into one for a LOD. So LOD_0 would be one mesh containing all your buildings and debris, LOD_1 would be one mesh containing all your buildings and some of your reduced debris, and LOD_2 would basically just be your low poly buildings. At least...that's the way I was told it worked

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3com
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Posted: 17th Jan 2019 22:20
Just what I did.
LOD_0 contain all together, building+debris1+debris2; see img1 and notice the polycount is too hight.

Idea is (just as example), let's say if player is a 500 dist he will see the LOD_0, 1500 he'll see LOD_1, 2500+ he'll see LOD_2 (just the building).

Ty for your help
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Avenging Eagle
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Posted: 17th Jan 2019 22:54
Did you individually model all those rocks, or were they created with a simulation? If it was a simulation, that might explain the high poly count.

In any case, GG shouldn't have an issue with 20K+ polys - afterall it handles about a million per scene. Could it be your collision mode that is causing the crash? If you model is set to polygonal collision, that's a hell of a lot of complex collision mesh GG has to build.

AE
Pirate Myke
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Posted: 18th Jan 2019 17:53
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You will need to collapse each LOD building into 1 mesh each. The Layer name will be the LOD Object name for GG, So rename the collapsed mesh to those. Then export the three meshes out together.
Retest.
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3com
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Posted: 20th Jan 2019 01:03
Quote: "You will need to collapse each LOD building into 1 mesh each. The Layer name will be the LOD Object name for GG, So rename the collapsed mesh to those. Then export the three meshes out together.
Retest."

Done!
Ty Mike.

The only odd thing I've noticed is than GG does not show the huds, with other maps it does, baut with LOD map does not, is it normal?

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3com
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Posted: 20th Jan 2019 01:27
Quote: "Could it be your collision mode that is causing the crash? If you model is set to polygonal collision, that's a hell of a lot of complex collision mesh GG has to build. "

Yes I did, anyway I've changed it after your advise, but really does not make the difference.
Ty for your tip.

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Belidos
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Posted: 25th Jan 2019 09:19 Edited at: 25th Jan 2019 09:25
Each LOD level needs to be one object only, you can't have individual objects inside a LOD.

Also, and i might be wrong here, but i think the naming of LODS should be _LOD0 _LOD1 _LOD2 etc. not LOD_00 LOD_01 LOD_02.

At least that's how it is in Unity.


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Pirate Myke
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Posted: 27th Jan 2019 13:13
LOD naming for Game Guru.
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Belidos
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Posted: 27th Jan 2019 13:40
So again gameguru uses nonstandard naming conventions with models, no wonder people are having so much trouble importing, im seriously so close to being done with this software.

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Gtox
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Posted: 28th Jan 2019 08:18
The Unity naming convention also works.
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Belidos
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Posted: 28th Jan 2019 10:20
Quote: "The Unity naming convention also works."


Ah that's good then, because with Unity being one of the main engines people design for, a lot of models will be named that way. I know we don't want to copy Unity and Unreal, but certain ways of doing things have become pretty much standards, and if we move away from standards it causes people to think there are issues that there aren't because their models won't just work, i'm almost certain that's where half the model importing issues lately are coming from.

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3com
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Posted: 29th Jan 2019 01:02
I've checked the GG LOD entities before name my own and how the fpe does.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
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