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3dsmax ogre exporter&octopus export small mesh well, but
Posted: Fri Jul 29, 2005 5:40 am
by blackgun
I tried lots of times, 3dsmax ogre exporter&octopus export small mesh well, such as 500 polygons mesh. But when i export a human mesh with 50,000 ploygons, it shows no problem ( set the maxscript memory to 150M) . and i can get all files , XML,mesh, material. but it can't display in ogre mesh viewer. when i opened them with mesh viewer, i got nothing, no error warning. but you can see every part of your submeshs on the left menu.
Anybody had this problem and solution?
Posted: Fri Jul 29, 2005 8:19 am
by maxxoros
my problem too with max...and I think we should not make this huge model for a realtime application...
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Posted: Fri Jul 29, 2005 9:28 am
by blackgun
why not? You can see the unreal 3 and killzone 2 , what is next gen game for 2006-2007.That is real games.
Our target is like them for the next gen, 2007 market. or we just make some little chess games?
Posted: Fri Jul 29, 2005 9:31 am
by maxxoros
let me see, 50.000 polygon mean high poly model can be use for 3D CG movie...uhm...Consider it

...how many model could you load into a scene

Posted: Fri Jul 29, 2005 11:28 am
by blackgun
I have a more than 140 FPS on my P4-2G,ATI9600. That is a normal pc. I plan to make a action game . 2 high polygoned figures in the scene. including the others in the scene, it has less than 200,000 triangles. It can run as least more than 30 FPS that is enough.
After 2 years, what kind of pc will we have? and other console, Xbox360, PS3?
Posted: Fri Oct 28, 2005 7:33 pm
by Qirk~Petrucci
i had a similar problem.
i tried it on mesh with ~70k polygons
it seems that the exporter couldn;t export big meshes.
any solution to this problem?
cause i'm planning to use 3dsmax7 as level editor.
is it the exporter or is it the native limitation of maxscript?
how can you guys import big meshes from 3dsmax7
using the exporter provided by ogre3d?
Posted: Sat Oct 29, 2005 8:40 pm
by jfaust
The car models in Project Gotham Racing 3 (coming out for the 360 as a launch title) average 90,000 or so polygons, so this is not an unrealistic target.