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 .
best file format for huge mesh?(solved)
-
- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
best file format for huge mesh?(solved)
Last edited by 3DModelerMan on Sat Aug 23, 2008 3:02 pm, edited 1 time in total.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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.
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.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
-
- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
nope
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
http://img164.imageshack.us/my.php?imag ... n01if5.png
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
-
- Admin
- Posts: 14143
- Joined: Wed Apr 19, 2006 9:20 pm
- Location: Oldenburg(Oldb), Germany
- Contact:
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.
-
- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
okay
Thanks! , so I can just split my mesh into tiles in blender?.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
-
- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
yup
It worked!!. Thanks .
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar