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Entity materials/collider saving


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Posted

I just spent many many hours converting, and texturing some rocks. then saved.
I just came back into the editor the following day and loaded my map to find that none of the models/mats or colliders got saved,. 

So I redone a few of the rock formations and exited out the editor again..   To my surprise nothing got saved AGAIN. 
These models are lod 0, 1 to 3 with degrading materials on each LOD level.. the collider is based off the last LOD model.

well3.png

  • Solution
Posted

Okay, so I found that the LOD models contain extra hierarchy. This is bad because the editor can't correlate which limb matches which. Maybe I can improve this, but the easiest solution is to collapse the models first. Once I did this, the LODs loaded and saved with no problems. I generated a convex decomposition collider and that seemed to work fine.

veoneio.zip

(This model contains one additional LOD.)

When importing large numbers (about 100) of complex models, I had the best results writing a script that automated the process. You can call Collapse() and AddLod() in a script and use the Scripts > Run Script menu item to execute it.

image.thumb.jpeg.658fd055cd38963f85113e602e3534e7.jpeg

 

 

Let's build cool stuff and have fun. :)

Posted

The engine supports up to four LODs. It will be important to enforce this when we move culling over the a compute shader, because the data layouts have to be very strict.

Let's build cool stuff and have fun. :)

Posted

Well, that's the maximum I thought would be necessary. The GPU will have to allocate a buffer equal to the number of LODs times the number of instances of the model that exist in the world, times four, which I guess is not that much memory. I could probably support more but four seems like a nice number.

The culling routine might also have to iterate through the number of LODs for each instance in order to be dynamically uniform.

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Let's build cool stuff and have fun. :)

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