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Thread: Problem with instanced geometry

  1. #1
    Co-director of -D2D- [EJ] Bean's Avatar
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    Problem with instanced geometry

    So, I am working on an H2V map and I'm trying to light it with these instanced geometry light fixtures I modeled. So far they have worked fine, but after adding a new type of light fixture this is what happened:



    It should be like this (3ds max render):



    As you can see it seems to be radomly welding verticies together. To give some kind of scale, the post that intersects the ground is 1 unit x by 1 unit. There are roughly 60 of those in the map, and they cast light fine, but I'm hoping they can look more pretty ingame. Help?
    Last edited by [EJ] Bean; October 16th, 2007 at 07:54 PM.
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  2. #2
    Senior Member Lightning's Avatar
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    Re: Problem with instanced geometry

    Try the "Reset Xform" button on the last tab on the right. Make sure your object is selected before doing this.

    Reexport, and check.
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  3. #3
    Co-director of -D2D- [EJ] Bean's Avatar
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    Re: Problem with instanced geometry

    Ok, I reset the xform and exported, I got this in tool when I tried to compile:

    "scenarios/multi/glass_horizons/glass_horizons is larger than 20 meg, which exceeded the engine limitations"

    So, I guess I have to much instanced geometry in the map. What does reseting the xform do?
    Last edited by [EJ] Bean; October 17th, 2007 at 08:04 PM.
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  4. #4
    Senior Member Vicky's Avatar
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    Re: Problem with instanced geometry

    Hmm, i'm on ~61Mb with my map now but i use scenery instead of inst.geom. hoping i can make collision geometry one day for it... or simply release it without scenery-CGs :P
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  5. #5
    Co-director of -D2D- [EJ] Bean's Avatar
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    Re: Problem with instanced geometry

    Well I deleted all the xform tabs on each instaced geometry, and the map will compile now, but the whole deformation of the models is back again....
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  6. #6
    chilango Con's Avatar
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    Re: Problem with instanced geometry

    I had the same thing happen. Make a box, convert it to mesh, then attach to instance geometry object to the box. Rename the box to your instance geometry name, and relink to frame if it removes the link.
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