This is something I am also interested in.
How would future game developers create levels?
It sure is a pain in the ass if we have to position everything in the level
with code!

2011/3/10 Paul T <[email protected]>

> Ha ha. I thought so. Thanks Michael!
>
> The models have been built in 3ds Max & sent to me by the client.
>
> I'm assuming the triangle count is more important than the physical
> file size then.
>
> And so for huge models, such as the Molehill Max Racer demo, the
> process would involve loading a series of models & the positioning
> them within Flash....?
>
> Thanks,
>
> Paul
>
> On Mar 10, 3:17 pm, Michael Iv <[email protected]> wrote:
> >  Wow 200mb ?? Holy crap!Sure they are too big ! How many triangles have
> you
> > got that you have such a huge files?
> > Shortly ,from my personal tests more than 40000 triangles in a single
> load
> > kills the buffer.You should load a big amount of geometry by chunks
> >
> >
> >
> >
> >
> > On Thu, Mar 10, 2011 at 5:12 PM, Paul T <[email protected]>
> wrote:
> > > Dear All,
> >
> > > Apologies if this has been covered a million times before, but I'm
> > > struggling to handle large collada, obj & 3ds files in both Flash &
> > > Prefab, although I can get some to load in Blender.
> >
> > > The files range from 40mb to 200mb. Are these files just too big or
> > > should I be looking at other aspects of the model.
> >
> > > They are 3d models of cities. Should they just be broken into smaller
> > > pieces?
> >
> > > Any help would be greatly appreciated.
> >
> > > Thanks,
> >
> > > Paul
> >
> > --
> > Michael Ivanov ,Programmer
> > Neurotech Solutions Ltd.
> > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net
> > Tel:054-4962254
> > [email protected]
> > [email protected]

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