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[Resolved] LoD with Source engine

  • Seldoon182
  • June 25, 2009 at 12:47 PM
  • Seldoon182
    • June 25, 2009 at 12:47 PM
    • #1

    Hi guys,

    I'm trying to compile a model with a Level on Detail model after a couple of hours to find a solution to fix my issue the LoD still looks buggy. Don't know why? My model display well in game except the LoD model. Here it is:

    [Blocked Image: http://tof.canardpc.com/view/96a5b7b1-b9e7-4992-be28-37c5c3e14238]

    This is what I get when I remove a couple of poly then I give to a vertex the same coordinate (x,y,z) compared to the "main" vertex coz if I try to weld them on each other the model's compil crash...

    Do you guys know how to resolve it?

  • Pampers
    • June 25, 2009 at 1:01 PM
    • #2

    are you using max or maya?

  • Corwin
    • June 25, 2009 at 1:36 PM
    • #3
    Quote from Seldoon182

    This is what I get when I remove a couple of poly then I give to a vertex the same coordinate (x,y,z) compared to the "main" vertex coz if I try to weld them on each other the model's compil crash...

    Do you just move your vertex onto another one or do you actually use the Weld tool (in 3DSMax I mean, if you use something else, I dunno how it's called or where it is)? The quickiest way to achieve that result would be to switch to Vertex editing, then click "Target Weld" and click on the two vertices you want to weld.

    Sorry if you already know that, I don't want to sound condescendant, but moving one vertex to the same exact positions of another one doesn't merge them, since the edges between the vertices don't get updated/reassigned. I'd say the compiler crashes because you have 2 vertices too close to each other.

  • Seldoon182
    • June 25, 2009 at 1:59 PM
    • #4

    I'm working with 3dsmax 9.

    I already know that tool Corwin. What I mean is the compile crash when I "Target weld" a vertex to another one that's y I tried to give the same position on both vertex then the model compile but the LoD looks as the picture on top. Mais c'est gentil comme même! Merci! ^^'

  • AlexM
    • June 25, 2009 at 5:19 PM
    • #5

    I've had issues where when I compile a model as an LOD it seems to have some kind of vertex noise, the model looks a bit messed (although not as bad as yours) but when I switch that same model to the reference slot in the QC it looks fine.

    Definitely doesnt look that bad though,

  • Seldoon182
    • June 27, 2009 at 11:17 AM
    • #6

    Tried everything...

    [Blocked Image: http://tof.canardpc.com/view/2d4a92fb-551b-45e5-bc65-ae9793be9c6b]

    Looks like whatever I do the model still messy! Nobody hear of this before?

  • Pampers
    • June 27, 2009 at 1:21 PM
    • #7

    if this happened in maya i would recommend freezing transformation and deleting history, dunno if there is something similar in max

  • Seldoon182
    • June 27, 2009 at 2:49 PM
    • #8
    Quote from Pampers

    if this happened in maya i would recommend freezing transformation and deleting history, dunno if there is something similar in max

    Yeah that what ppl advise me. The 3dsmax modifier equal to "Freezing transformation" might be the Xform modifier which I had apply right on the screen before. About deleting history, I hear about a Stack modifier but seems it doesn't exist anymore...

  • Corwin
    • June 27, 2009 at 2:55 PM
    • #9

    I would think the similar way to do that in 3DS would be to use the Collapse tool and collapse it into a mesh. That merges all the history and modifiers in the stack. I found out that if I don't do that before exporting as ASE, the Unreal Engine will only be able to open part of my model and with messed up edges. Try doing that before exporting. It's a tool that should be by default part of the list, along with the Reset Xform (which doesn't hurt doing as well before you export).

  • Seldoon182
    • June 27, 2009 at 3:44 PM
    • #10
    Quote from Corwin

    I would think the similar way to do that in 3DS would be to use the Collapse tool and collapse it into a mesh. That merges all the history and modifiers in the stack. I found out that if I don't do that before exporting as ASE, the Unreal Engine will only be able to open part of my model and with messed up edges. Try doing that before exporting. It's a tool that should be by default part of the list, along with the Reset Xform (which doesn't hurt doing as well before you export).

    None the less. I wish it could work but finally its still messy.

  • AlexM
    • June 27, 2009 at 5:38 PM
    • #11

    did you collapse the xform before exporting?

    also did you try compiling with the LOD as a reference just as a test?

  • Seldoon182
    • June 27, 2009 at 6:54 PM
    • #12
    Quote from SpicyTanuki

    did you collapse the xform before exporting?

    I tried everything with and without collapse.

    Quote from SpicyTanuki

    also did you try compiling with the LOD as a reference just as a test?

    When I keep my reference model as LoD everything work well except that this is no longer a LoD.

  • Wunderboy
    • June 29, 2009 at 3:29 PM
    • #13

    You shouldn't have to worry about collapsing XForms and stuff in Max. The IGame/3DXI interface my exporter uses "sees-thru" all the modifiers and gets the vertex positions, etc based on all the transforms applied.

    That said, for simple props, I usually collapse/convert meshes to Editable Poly after I've done any LOD modelling.

    That said you mentioned error (9)

    Quote

    Unknown replace model 'C:\Steam\steamapps\seldoon182\sourcesdk_content\pdark\modelsrc\pdark\sewers\gasdrum_reference'

    Usually that means your LOD command is trying to replace SMD mesh A with mesh B but the compiler knows nothing of mesh A. Usually mesh A is the name of the smd you gave as the $body or $model command at the top of your QC. e.g.

    Code
    $body studio "gasdrum_reference.smd"
    
    
    $sequence idle "gasdrum_idle.smd"
    
    
    
    
    $lod 20
    
    
    {
    
    
       replacemodel "gasdrum_reference.smd" "gassdrum_reference_lod1.smd"
    
    
    }
    
    
    
    
    
    
    $lod 40
    
    
    {
    
    
       replacemodel "gasdrum_reference.smd" "gassdrum_reference_lod2.smd"
    
    
    }
    Display More

    Note in each case you are ALWAYS replacing the body smd, not the lod level before it.

    I wrote a shed load of information on LOD techniques on the Valve wiki. http://developer.valvesoftware.com/wiki/LOD_Models

  • Seldoon182
    • June 29, 2009 at 5:13 PM
    • #14

    Wunderboy my part-time Superhero! Thx a lot mate!

    (Quick test)

    [Blocked Image: http://tof.canardpc.com/view/1233b2eb-2ffd-44e3-bc6c-64cd4f166c8b]

  • Pampers
    • June 29, 2009 at 7:31 PM
    • #15

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