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Low Rez Blender problem

Posted: Thu Aug 26, 2010 7:36 am
by THEWULFMAN
I need help finding out how to do low-rez textures on my models in blender so they can be viewed from a distance. any help would be greatly appriecated. thanks in advance.

Re: Low Rez Blender problem

Posted: Thu Aug 26, 2010 8:14 am
by DarthD.U.C.K.
make a lowrezmodel and apply a lowreztexture to it, then call it "xxx_lowrez", thats it

Re: Low Rez Blender problem

Posted: Thu Aug 26, 2010 2:09 pm
by THEWULFMAN
DarthD.U.C.K. wrote:make a lowrezmodel and apply a lowreztexture to it, then call it "xxx_lowrez", thats it
ok, so do I modify my odf, or just create a new model, with lowrez with a _lowrez at the end of the name thats identical to the full res model. :? thanks in advance. it cant be that simple can it. :runaway:

Re: Low Rez Blender problem

Posted: Thu Aug 26, 2010 2:48 pm
by MsHwIz
you need to add a GeometryLowRes line to your odf. It should be the name of your lowres model without the .msh

Re: Low Rez Blender problem

Posted: Thu Aug 26, 2010 3:25 pm
by THEWULFMAN
MsHwIz wrote:you need to add a GeometryLowRes line to your odf. It should be the name of your lowres model without the .msh
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "destructablebuilding"
GeometryName = "tat2_bldg_two_stories_entry_within1.msh"


[Properties]

GeometryName = "tat2_bldg_two_stories_entry_within1"
GeometryLowRez = "tat2_bldg_two_stories_entry_within1_lowrez"
ExplosionName = "rep_bldg_diner_exp"
MaxHealth = 11111

AINoRepair = 1

FoleyFXGroup = "stone_foley"
this should work right? EDIT: didn't work. will it work with a destructablebuilding, or does it have to be a prop?

Re: Low Rez Blender problem

Posted: Thu Aug 26, 2010 6:16 pm
by MsHwIz
yes that is fine. also, it will work with any kind of object. check the character models most of them have them.

Re: Low Rez Blender problem

Posted: Thu Aug 26, 2010 10:16 pm
by AceMastermind
MsHwIz wrote:you need to add a GeometryLowRes line to your odf. It should be the name of your lowres model without the .msh
GeometryLowRes is a property of the soldier classlabel, can you confirm this property works with other classlabels?
I tried this about 3 years ago in a prop odf with no results and moved on. :?

Re: Low Rez Blender problem

Posted: Fri Aug 27, 2010 6:58 am
by THEWULFMAN
AceMastermind wrote:
MsHwIz wrote:you need to add a GeometryLowRes line to your odf. It should be the name of your lowres model without the .msh
GeometryLowRes is a property of the soldier classlabel, can you confirm this property works with other classlabels?
I tried this about 3 years ago in a prop odf with no results and moved on. :?
I have run into trouble changing the class label before. I tried to make trees destructable, and the leaves disapear. i the geometrylowrez but it didnt work. :cpu: ideas? :?

Re: Low Rez Blender problem

Posted: Fri Aug 27, 2010 10:26 am
by DarthD.U.C.K.
MsHwIz wrote:you need to add a GeometryLowRes line to your odf. It should be the name of your lowres model without the .msh
no, you dont need that line, naming the lowrezmodel xxx_lowrez in xsi/blender is enough, maybe the model is being renamed in the exportingprocess though, i dont know
to find that out, download the demo of ultiate unwrap 3d an open the msh, then you can see how the objects within the msh are named

Re: Low Rez Blender problem

Posted: Fri Aug 27, 2010 2:09 pm
by THEWULFMAN
DarthD.U.C.K. wrote:
MsHwIz wrote:you need to add a GeometryLowRes line to your odf. It should be the name of your lowres model without the .msh
no, you dont need that line, naming the lowrezmodel xxx_lowrez in xsi/blender is enough, maybe the model is being renamed in the exportingprocess though, i dont know
to find that out, download the demo of ultiate unwrap 3d an open the msh, then you can see how the objects within the msh are named
So, when I export the vrml/wrl from blender it needs to be the right name.
I had renamed it when I used the msh viewer. should that have worked?
i think u are right Darth D.U.C.K. because i have tried so many different odf combonations and its a no go with that.

note this is the filename "tat2_bldg_two_stories_entry_within1_lowrez" < iks that right?
thanks in advance.

Re: Low Rez Blender problem

Posted: Fri Aug 27, 2010 2:53 pm
by DarthD.U.C.K.
no, a lowrezmodel is stored within the same msh as the normal model, only units have seperate lowrezmodels
make shure the actual lowrezobject in blender (which must be part of the main model) is called xxx_lowrez, not the msh file

Re: Low Rez Blender problem

Posted: Fri Aug 27, 2010 4:17 pm
by THEWULFMAN
DarthD.U.C.K. wrote:no, a lowrezmodel is stored within the same msh as the normal model, only units have seperate lowrezmodels
make shure the actual lowrezobject in blender (which must be part of the main model) is called xxx_lowrez, not the msh file
:oops: I HAVE REACHED A NEW LEVEL OF IDIOT. I had thought of that, and did that, but I looked at it in the mshviewer and the lowrez texture didnt show, prob doesnt matter. but never tried it ingame.I've done modeling before in XSI but both my installer, the backup installer and the program itself got corrupted and stopped working. so i started with blender. things have been going great untill i realized they had no lowrez.
HOPEFULLY LAST QUESTION. do i have to name the lowrez model inside the other model, and if so vwhat will happen when i have to join them together because MSHVIEWER wont convert a wrl with seperate models so im told. THANKS SO MUCH FOR YOUR PATIENCE AND HELP, ESPECIALLY DARTH D.U.C.K. WHO I RESPECT GREATLY AS A MODDER, THANKS IN ADVANCE.

Re: Low Rez Blender problem

Posted: Fri Aug 27, 2010 5:14 pm
by DarthD.U.C.K.
thanks, but there's no need to post in caps :P , anyway im not familiar with blender and wrl, but if it merges all objects within a file youll have to redownload XSI and reinstall it, then export the objects as obj from blender, import them in xsi and export them to msh with meshex

Re: Low Rez Blender problem

Posted: Sat Aug 28, 2010 12:12 pm
by FragMe!
As my friend DarthD.U.C.K. mentioned redownload XSI (which version were you using before?)
The lowres can use the same texture as the main model (or a lower res version of it if you like) the model just tends to have a lot less polies and detail than the main.
So there would be two models and as for naming conventions it would be like this

nameofmainmodel
nameofmainmodel_lowres (can be either s or z at the end I like s better but both seem to work)

and they would get exported together, and if you are making buildings or props you may also want to add a shadowvolume which is a low poly (non textured) version of the main model that is slightly smaller than the main model or it will cause Z beating in game and it would have the name
sv_nameofmainmodel

Re: Low Rez Blender problem

Posted: Sat Aug 28, 2010 12:28 pm
by THEWULFMAN
DarthD.U.C.K. wrote:thanks, but there's no need to post in caps :P , anyway im not familiar with blender and wrl, but if it merges all objects within a file youll have to redownload XSI and reinstall it, then export the objects as obj from blender, import them in xsi and export them to msh with meshex
ok srry for caps. :oops: i try to download the xsi stuff i get so many problems, i would like to ask another question.
Can you increase the distance at which the object can be seen via the odf, without changing the graphic settings in options? this way some of my custom objects could been seen without having to slow down ,slow cpu's like mine.

Re: Low Rez Blender problem

Posted: Sat Aug 28, 2010 1:58 pm
by FragMe!
not via odf but rather by msh.option files. There is a document that came with modtools that explains a lot it is called misc_documentation, look for the part that says detailbias

Re: Low Rez Blender problem

Posted: Sat Aug 28, 2010 2:12 pm
by AceMastermind
FragMe! wrote:nameofmainmodel_lowres (can be either s or z at the end I like s better but both seem to work)
It's best not to stray from what the docs say to use which would be somename_lowrez as there was likely a good reason they wrote it like that, unlike us they had the source code to the engine and knew it inside out and maybe there was an underlying issue that could affect something else that we don't know about.

Re: Low Rez Blender problem

Posted: Sat Aug 28, 2010 2:35 pm
by FragMe!
If you look at some models they also only have lowrez_1 and lowrez_2 that is why I stated both z and s as other things that do work but if The Wulfman wants to keep it according to the docs that is perfectly fine and I would also recommend following what the docs say because for the most part they are correct but not absolute.

Re: Low Rez Blender problem

Posted: Sun Aug 29, 2010 1:54 pm
by THEWULFMAN
FragMe! wrote:not via odf but rather by msh.option files. There is a document that came with modtools that explains a lot it is called misc_documentation, look for the part that says detailbias
ok thanks, i will check it out. Some may think i havent read any of the docs, but ive read them all at one point or another. thanks in advance, "runs to go to read all the documentation" 8)

EDIT
:runaway: nothing happened, i read every thing in misc_documentation. it wasnt too specific on what to do.these are what i tried
-donotmergecollision -detailbias 7
-donotmergecollision -lodbias 10.0

niether worked, can someone show me an example of how they wrote it and it worked? thanks in advance.

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Re: Low Rez Blender problem

Posted: Sun Aug 29, 2010 2:28 pm
by FragMe!
Quick question, what is the model you are trying to keep from disappearing?
If it is bigger than say a building on Tatooine try changing the lodgroup to big model.
You can also try changing the nearscene/farscene settings in the sky file.

As for what you entered it should be fine, wouldn't go so drastic with the numbers but, as long as the file name format is correct, nameofthemodel.msh.option then it should work.