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Posted
When i open my map in IGOR, i see crazy scene - all objects are turned out and stretched.
Is this a bug ?

( a *MAP file are ~12Mb. *SHT ~ 25Mb (is too big, i know)
 
Posts: 10 | Registered: Sun November 14 2004Reply With QuoteEdit or Delete MessageReport This Post
Chief Drooler
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What are the dimensions of your map? If it is bigger than 400x400 meters you might get that (I don't know, never had an oversized map).


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Posts: 1341 | Registered: Wed February 06 2002Reply With QuoteEdit or Delete MessageReport This Post
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Yes, my map is bigger that 400x400 a little bit.
(f..k ! Frown , i already complete this stuff)
 
Posts: 10 | Registered: Sun November 14 2004Reply With QuoteEdit or Delete MessageReport This Post
Chief Drooler
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How does it look in game? Oh, and the view in Igor is supposed to be from above like from a wide angle lens, so maybe that's why it looks stretched.


<img src=http://www.justresting.com/games/sigsandavatars/cobaka-GR3e.jpg>
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Posts: 1341 | Registered: Wed February 06 2002Reply With QuoteEdit or Delete MessageReport This Post
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In game it looks as in IGOR. Something like after a nuclear blast Wink All objects are transformed and stretched at all map...

But i will try to scale down all map today, and see on the changes.
 
Posts: 10 | Registered: Sun November 14 2004Reply With QuoteEdit or Delete MessageReport This Post
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Is Max Units set to metric-meters ?
Is Max System Unit Scale set to 1 unit = 1 centimeter ?

Look here for Mike Schell's tutorial on how to setup max for exporting to GR.


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Posts: 43 | Registered: Sun May 25 2003Reply With QuoteEdit or Delete MessageReport This Post
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Yeah, i forgot to tell you - i know how to create & export a map in game.
Just today i create some new objects (a lots of objects) and i have this sh*t Frown
 
Posts: 10 | Registered: Sun November 14 2004Reply With QuoteEdit or Delete MessageReport This Post
Chief Drooler
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Sorry I'm not much help. Never heard of this problem before. Can you post a screenshot?


<img src=http://www.justresting.com/games/sigsandavatars/cobaka-GR3e.jpg>
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Posts: 1341 | Registered: Wed February 06 2002Reply With QuoteEdit or Delete MessageReport This Post
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How many polygons i may use in scene ?
I think promlems in there...
 
Posts: 10 | Registered: Sun November 14 2004Reply With QuoteEdit or Delete MessageReport This Post
Chief Drooler
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You shouldn't have more than about 10-20,000 polygons in view at any one time, but you can have many more in your map. I've put over 200,000 in a map.


<img src=http://www.justresting.com/games/sigsandavatars/cobaka-GR3e.jpg>
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Posts: 1341 | Registered: Wed February 06 2002Reply With QuoteEdit or Delete MessageReport This Post
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I dont know why, but if i delete some objects from my scene, in IGOR i have normal working map.

May be you know some rules for creating object like grass ?
(my map are works fine, but after i add lots of grass object he do not load correct in igor environment )
 
Posts: 10 | Registered: Sun November 14 2004Reply With QuoteEdit or Delete MessageReport This Post
Chief Drooler
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How are you adding the grass? It should work better if you have it as a dynamic object like <n><plant>grass with an exportfirst model than if it is geometry grouped into your outside world (room _1 or whatever).


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Posts: 1341 | Registered: Wed February 06 2002Reply With QuoteEdit or Delete MessageReport This Post
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I create two crossed polygons, and then use scatter tool to arrange them on the ground.
After that i select all grass and create a group. This group i move in _01 group.
In my map i have only ground. No buildings.
 
Posts: 10 | Registered: Sun November 14 2004Reply With QuoteEdit or Delete MessageReport This Post
Chief Drooler
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I don't see why that wouldn't work. The only thing I can think of is that you have too many of them. What about trees?


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Posts: 1341 | Registered: Wed February 06 2002Reply With QuoteEdit or Delete MessageReport This Post
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No, i dont need trees in my map.
Only shrubs and foliage.

I want to tell you some more info about objects in my scene, may be you will help...

I have ground (just mesh with noise for hills), on this ground i have huge amount of foliage ( all objects collapsed in ONE object, so i have One-HiPolyMesh here).
A foliage grouped, and attached in _01 group.
 
Posts: 10 | Registered: Sun November 14 2004Reply With QuoteEdit or Delete MessageReport This Post
Chief Drooler
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If your foliage is made up of repeating objects, like your grass clumps, it is much more efficient for the game engine if they are dynamic objects, with an exportfirst model. Basically, that way the engine renders the object once, and "clones" that render to all the places you put same-name dynamic objects with whatever rotation and scaling you assigned to it when you scattered it. If each object is attached to the room (_01 in this case) then the game engine has to render each object (each polygon in fact) and re-render it when you turn away and then look back. This is especially a problem when everything is in one room.

A big advantage with the dynamic objects and exportfirst model is that you can change just the exportfirst model and everything else will change when exported. For example, if you had all pine trees in one map, you could change just the exportfirst model so the new exported map has palm trees instead.

If you don't want to use the dynamic objects, probably the best thing to do is make the ground hilly, so you can't see too far from any one place, so you don't have too many polygons to render.


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Posts: 1341 | Registered: Wed February 06 2002Reply With QuoteEdit or Delete MessageReport This Post
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I try to rebuil all foliage with exportfirst feature today.
Thanks !
 
Posts: 10 | Registered: Sun November 14 2004Reply With QuoteEdit or Delete MessageReport This Post
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