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]
