Problem with loading 3ds file

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
Post Reply
andoba
Posts: 11
Joined: Fri Jul 07, 2006 7:44 pm

Problem with loading 3ds file

Post by andoba »

Hey, I have this problem and I'd want to see if you could help me with it. :oops:

I'm trying to load a 3ds file I made in 3ds Max, but when I load it maybe half of the geometry is missing... :?

It's an export problem or loading problem? I'm gonna try with another format anyway but maybe I'm missing something!
bitplane
Admin
Posts: 3204
Joined: Mon Mar 28, 2005 3:45 am
Location: England
Contact:

Post by bitplane »

Can you provide a link to your mesh? Also try splitting it into more materials, you probably have more than 65536 vertices in one mesh buffer
Submit bugs/patches to the tracker!
Need help right now? Visit the chat room
andoba
Posts: 11
Joined: Fri Jul 07, 2006 7:44 pm

Post by andoba »

bitplane wrote:Can you provide a link to your mesh? Also try splitting it into more materials, you probably have more than 65536 vertices in one mesh buffer
Yes, sure.

http://www.sendspace.com/file/l1qn3l
bitplane
Admin
Posts: 3204
Joined: Mon Mar 28, 2005 3:45 am
Location: England
Contact:

Post by bitplane »

There are some problems with the loaders not supporting 32-bit indices yet, but you should know that your scene isn't optimized for realtime 3D. You can't just throw a 3DS Max scene into a 3D engine like that, there's a bit of an art to modeling for realtime graphics. Rather than using geometry you should use texture maps to add details to your world
Submit bugs/patches to the tracker!
Need help right now? Visit the chat room
andoba
Posts: 11
Joined: Fri Jul 07, 2006 7:44 pm

Post by andoba »

bitplane wrote:There are some problems with the loaders not supporting 32-bit indices yet, but you should know that your scene isn't optimized for realtime 3D. You can't just throw a 3DS Max scene into a 3D engine like that, there's a bit of an art to modeling for realtime graphics. Rather than using geometry you should use texture maps to add details to your world
Hmm.. I see, then I'll try to lower the polygonal charge of the model so it isn't that much fat! :D

Thank you!
abhishekdey1985
Posts: 102
Joined: Sat Jan 17, 2009 4:33 am
Location: Pune
Contact:

Post by abhishekdey1985 »

i'm also facing the same problem with my 3ds models. i made them in Max 2009. But when i import the same as .obj the model loads perfectly. Is it the 3ds importer problem?
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

3ds should have an automatic split mechanism, which should never exceed the 16bit index limit. However, 3ds format is not very well supported in many aspects. So it might be better to use a different format...
abhishekdey1985
Posts: 102
Joined: Sat Jan 17, 2009 4:33 am
Location: Pune
Contact:

Post by abhishekdey1985 »

Yes, but 3DS has a very less storage requirement than other formats.
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

You mean in terms of file size? Well, just zip your .obj files and it's equal. Moreover, the 3ds files do generate new vertices for each polygon, which means that the require far more GPU memory and bandwidth, and the latter is usually far more expensive.
Post Reply