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Multi LOD mesh bug


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13 réponses à ce sujet

#1
Eguintir Eligard

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In trying to complete the fatty project I exported the 3 details of mesh. Now in game when he walks you can kind of see his arms and legs blur as if all the meshes are showing at once. What happened?



#2
4760

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If all three meshes do show simultaneously, the most likely cause is a typo (like _LO1 instead of _L01 [letter O instead of number 0], or the L01 and L02 names not following the naming conventions).



#3
rjshae

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Yeah, I've had that happen when I forget the '0'.



#4
Eguintir Eligard

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Is there a way to determine if more than one mesh is showing at once on my static models?



#5
rjshae

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Is there a way to determine if more than one mesh is showing at once on my static models?

 

You can add an extra face to the LoD meshes then move the toolset camera away and see if the faces pop in and out as expected.



#6
Eguintir Eligard

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How are these names:

 

c_fatty_cl_body01

c_fatty_cl_body01_L01

c_fatty_cl_body01_L02

 

is the convention wrong some how? do I drop the 01 for some reason?



#7
rjshae

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It's a 32 character limit, so the length is fine.



#8
4760

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And the names are correct.

 

I suppose you already checked, but:

- could the high definition mesh be the L01 or L02 instead? (It happened to me: after cloning, I thought I was still working on the normal mesh but the clone was selected already  :wacko: )

- could the weighting have suffered some modifications? (if you edited the mesh with the modifier below/before the skin modifier in the list, that's a real possibility).

- could another fatty mdb be present somewhere in your override?



#9
Eguintir Eligard

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It goes (top to bottom in 3ds)

 

Multires

Skin

Editable Poly



#10
Eguintir Eligard

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Allow me to narrow the problem. The mesh seems fine up close and then goes bananas about two game tiles away. So that tells me there is no problem until the actual lower details kick in. Observe:

 

fatty_LOD_prob.jpg

 

 

Whattt....



#11
4760

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And this also tells me that there's a weighting problem with L01 or L02 (or both) meshes. I had the same issue, and it was easily fixed with a better weighting of the LOD meshes.

Since it's OK for the high poly count body, I'd bet the MultiRes (although applied after the Skin modifier) is the culprit there. Maybe try to move MultiRes one step down (so it's applied before the Skin on the stack), or right-click on the Skin, copy it, then collapse all, and finally paste the Skin again (not too sure about this second option: sometimes it works, at other times it still gives a messy weight table).

 

Good luck!



#12
-Semper-

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is the multires modifier still present in the stack when exporting the game meshes? imo that would definitely be a source for issues, and i doubt that any nwn2 exporter handles that. as 4760 already said i would collapse this modifier to the polymesh, before applying the skin mod or exporting all three meshes.



#13
Eguintir Eligard

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It seems like moving the multires up the stack fixed the issue. Although I remain constantly curious if the LODs are being used correctly I guess all I Can do is use the right naming convention and trust the engine won't display all 3 at once in some weird way.



#14
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It seems like moving the multires up the stack fixed the issue.

 

why do you keep that modifier?