Yandros on 22/2/2017 at 20:44
The 2000 poly limit is only an approximation, not a hard limit. I've seen objects with 1300 crash Dark, and I've seen objects with over 2000 load OK.
nemyax on 22/2/2017 at 20:46
Keep slashing the polycount. The Dark Engine is not the kind of engine that can afford even moderately detailed models, even if you stay within the limits. Not with the D3D9 renderer.
LarryG on 22/2/2017 at 23:23
Quote Posted by Yandros
The 2000 poly limit is only an approximation, not a hard limit. I've seen objects with 1300 crash Dark, and I've seen objects with over 2000 load OK.
Try to keep your model under 1000 polys. That way when you go over by a little you may still be OK in DromEd. If you get a 2000 poly model to work in DromEd you got very lucky.
Yandros on 22/2/2017 at 23:56
Absolutely that is the best approach.
EnYB0La on 23/2/2017 at 00:01
Finally got it.
Inline Image:
https://image.ibb.co/ntNCbF/finalcolumn.pngSo if I understood, what I have to do is:
- Modeling efficient and simple low poly 3D meshes, which should have between 1000 and 2000 polygons at the final of the modeling/use process
- Modeling architectural details only if it's possible. As LarryG pointed at, it should be better to create a column in DromEd with brushes and give a visual touch with models (details on top and bottom of the column)
- Considering "1 DE unit = 1 B unit"
- Use a big texture as a model in Blender
- Create a proper object hierarchy in DromEd
Anything more? Thanks everybody for the details :)
EDIT: Do those crappy glitches have to do with those options in 3DS2BIN app (I used "Least Splits")?
Inline Image:
https://image.ibb.co/b598GF/3ds2binsplits.png
R Soul on 23/2/2017 at 00:37
It looks like some faces are back to front. From Blender's N panel (I don't know its proper name but N is the shortcut key) go to Shading and turn on Backface culling. Then go into Edit mode and from the tools shelf go to Shading/UVs. You can flip the direction of the normals for each wrong face, or try selecting Recalculate. It's not guaranteed to give you the correct result but it's usually very good.
EnYB0La on 23/2/2017 at 00:52
Quote Posted by R Soul
It looks like some faces are back to front. From Blender's N panel (I don't know its proper name but N is the shortcut key) go to Shading and turn on Backface culling. Then go into Edit mode and from the tools shelf go to Shading/UVs. You can flip the direction of the normals for each wrong face, or try selecting Recalculate. It's not guaranteed to give you the correct result but it's usually very good.
Thanks. R Soul but I think it was a DromEd glitch because I don't see it anymore closing and reopening the app.
--
I have two more questions:
1. How can I give the correct role of the shadow to my model? I'm hidden behind but still visible... Does it have to do with any object's property?
(
https://ibb.co/nobPOv)
Inline Image:
https://thumb.ibb.co/nobPOv/columnshadow.png2. Is it posible to give a rounded hitbox to my model?
(
https://ibb.co/nKw2Aa)
Inline Image:
https://thumb.ibb.co/nKw2Aa/roundedhitbox.png
Yandros on 23/2/2017 at 02:24
1. Renderer > Runtime Object Shadow
2. No, that's why Larry suggested you just model the top and bottom pieces and make your column a textured cylinder using a solid terrain brush.
Tannar on 23/2/2017 at 02:24
1. Someone will correct me if I'm wrong, but I believe you go to the object's properties and choose Renderer and enable Runtime Object Shadow. You may have to relight.
2. I don't think so, but you can resize the box so that it is the diameter of the column instead of the base or crown. That would be more realistic.
Edit: Ninja'd by Russ.