best file format for huge mesh?(solved)

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3DModelerMan
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best file format for huge mesh?(solved)

Post by 3DModelerMan »

What's the best file format for a gigantic mesh?, I have a really big one that I export from blender but it's normals look really ugly in irredit, should I make it smaller?. Right now I'm using an obj for my object.
Thanks :D .
Last edited by 3DModelerMan on Sat Aug 23, 2008 3:02 pm, edited 1 time in total.
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JP
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Post by JP »

obj tends to have horrible normals for any size of model i've found... Within irrlicht you can recalculate the normals but not within irredit.

basically any other format will give you better normals.
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Post by vermeer »

I must disagree.Between any app and engines, OBj is one of the best at that, as supports both vertex normals and smooth groups.

The prob comes with loader not dealing well with that, I ignore if is the case, or, most usual, 3d tools exporters not polished. Wings exports well the v normals.

For large models, a binary format tends to be better, but an ascii one may allow putting some engine related tags good for sceneries, it depends, I guess. As probably is done in many other ways.
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3DModelerMan
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nope

Post by 3DModelerMan »

I tried and it did'nt work I took a screenshot though I'll show you,
http://img164.imageshack.us/my.php?imag ... n01if5.png
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hybrid
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Post by hybrid »

Well, the export worked pretty good, but you hit the 65535 vertices per meshbuffer limit. You have to group your mesh in order to export the mesh into several group sections. These will be loaded with the .obj from SVN/trunk properly. The old loader would do this as well, but you'd have to use different materials for the sections.
3DModelerMan
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okay

Post by 3DModelerMan »

Thanks! :D , so I can just split my mesh into tiles in blender?.
That would be illogical captain...

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Post by hybrid »

Well, should also work, yes.
3DModelerMan
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yup

Post by 3DModelerMan »

It worked!!. Thanks :D .
That would be illogical captain...

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