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XabbaRus
Joined: 21 Sep 2001 Posts: 6949
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Posted: Sun Mar 27, 2005 12:08 pm Post subject: J3D Exporter |
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I don't know how many of you have tried exporting models.
Ramius exported my Typhoon with no probs and it has about 8000 polys
Also my Type 42 which is around 10,000 polys worked
But the Type 23 and Type 21 whic are both around 12000 won't convert..It keeps saying more than 32800 vertices but checking in MAX the models are nowhere near this...
anyone else had issues? |
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Jammer
Joined: 26 Nov 2004 Posts: 38 Location: USA
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Posted: Sun Mar 27, 2005 6:41 pm Post subject: Re: J3D Exporter |
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See below.
Last edited by Jammer on Sun Mar 27, 2005 8:01 pm; edited 1 time in total |
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XabbaRus
Joined: 21 Sep 2001 Posts: 6949
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Posted: Sun Mar 27, 2005 7:03 pm Post subject: |
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OK here are details for my Type 21
Polygons: 20494
Vertices: 18356
Faces: 20494
So you see it should be able to export it given that the plugin supports 32768 polygons max. |
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Jammer
Joined: 26 Nov 2004 Posts: 38 Location: USA
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Posted: Sun Mar 27, 2005 7:13 pm Post subject: |
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XabbaRus wrote: | OK here are details for my Type 21
Polygons: 20494
Vertices: 18356
Faces: 20494
So you see it should be able to export it given that the plugin supports 32768 polygons max. |
With modern 3D APIs, triangle strips are the most efficient way of re-using vertices. Assuming your model is one big triangle strip, the number of vertices would be:
2 + number of triangles = 2 + 20,494 = 20,496.
However, it may very well be that 3dsmax is giving you "naive" vertex counts. Explanation:
Take a chessboard: 9 * 9 (81) vertices, but (8 * 8 * 2) = 128 polygons. 3dsmax is probably giving you this "naive" vertex count. But when it comes to actually DRAWING the chessboard with either OpenGL or Direct3D, the chessboard must be converted into a triangle strip, fan, or list. If we use a strip, which is the most efficient way of rendering, you'll get 130 vertices, well beyond the "naive" 81... I wouldn't be surprised if the j3d converter is rightfully telling you that, AFTER conversion to a standard D3D/OpenGL format, there would be too many vertices.
IOW, 3dsmax is NOT telling you how many vertices your model will have AFTER being converted to a D3D/OpenGL-compatible format, so you think you are within the vertex limit, when in reality you are not.
Last edited by Jammer on Sun Mar 27, 2005 8:32 pm; edited 1 time in total |
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XabbaRus
Joined: 21 Sep 2001 Posts: 6949
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Posted: Sun Mar 27, 2005 8:12 pm Post subject: |
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ok here is from my Typhoon
Polygons: 8929
Vertices: 10178
Type 42
Polygons: 8717
Vertices: 12593
So using those numbers how many vertices do you reckon? |
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Jammer
Joined: 26 Nov 2004 Posts: 38 Location: USA
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Posted: Sun Mar 27, 2005 8:18 pm Post subject: |
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XabbaRus wrote: | ok here is from my Typhoon
Polygons: 8929
Vertices: 10178
Type 42
Polygons: 8717
Vertices: 12593
So using those numbers how many vertices do you reckon? |
It's impossible to say without seeing the model. If the model is one big triangle strip (not likely), add 2 to the number of polygons. Also, it could be that Max is counting 2 triangles per polygon. If you really want a ballpark number, IMHO the Typhoon won't convert to anything less than ~18k vertices, unless the j3d converter has one hell of a stripifier. If it is not stripifying at all, then you're looking at ~26k verts. |
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Ramius
Joined: 31 May 2001 Posts: 4092 Location: England
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Posted: Sun Mar 27, 2005 9:20 pm Post subject: |
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Xabba,
Just having another look at the T21 model - seems like theres at least 2 objects not where they should be. When i open it up in Max or my other proggy then they are showing up below the hull.
Also, in my other proggy, the maps seem to have quite a few bits that dont seem to be where they should be.
Gonna try again with the T23 to see what happens with that.. |
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Ramius
Joined: 31 May 2001 Posts: 4092 Location: England
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Posted: Sun Mar 27, 2005 9:41 pm Post subject: |
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Well, not sure as to how but the T23 is working fine now....
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Sulikate
Joined: 29 May 2004 Posts: 610 Location: Goiania, Brazil
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Posted: Mon Apr 11, 2005 6:45 pm Post subject: |
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Excuse me, but I'm a modeler and I would love to have the J3D converter: WHERE DID YOU GET IT??? COULD YOU SEND IT TO ME???
THANKS |
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Beer
Joined: 29 Oct 2004 Posts: 118 Location: On a Drill Ship in the Gulf of Mexico
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Posted: Tue Apr 12, 2005 10:46 pm Post subject: |
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www.orionwarrior.com go to the downloads section, and look in the utilities. |
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Sulikate
Joined: 29 May 2004 Posts: 610 Location: Goiania, Brazil
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Posted: Thu Apr 14, 2005 8:05 am Post subject: |
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thank you very much |
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Sulikate
Joined: 29 May 2004 Posts: 610 Location: Goiania, Brazil
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Posted: Thu Apr 14, 2005 9:48 am Post subject: |
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The plugin is ook but, It doesn't work in my 3dsmax7, so, were can I get the 30 day trial version of 3d Studio 3?
Thanks for the attention, waiting for the answer |
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XabbaRus
Joined: 21 Sep 2001 Posts: 6949
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Posted: Thu Apr 14, 2005 10:15 am Post subject: |
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Probably not possible at all as version 3 is old...
Try e-bay you might get one cheap |
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Sulikate
Joined: 29 May 2004 Posts: 610 Location: Goiania, Brazil
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Posted: Thu Apr 14, 2005 6:55 pm Post subject: |
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o comeon! no one is able to transfer me 3ds3? I would you the evaluation mode, so it would expire in 30 days anyway... |
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XabbaRus
Joined: 21 Sep 2001 Posts: 6949
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Posted: Fri Apr 15, 2005 5:36 am Post subject: |
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Fraid not, I don't have version 3.0
What you can do is make your model in MAX7 and then export to .3DS and ask someone who has version 3 to export it for you. |
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