Hey guys,
I have been fighting a bug for a bit on a project where every time I import a new .ase of said meshes it will wipe out my material assignments and also unchecks Enable Per Poly Collision and Enable Shadow Casting. This is crazy annoying when I see I just need to edit a vert or flip a normal, I will then need to re-assign all of my material slots.
These are rather large SMs with some ranging close to 10Mat slots. (huge city blocks that I am clumping in attempts to reduce draw calls on the mobile.
Has anyone run into this before? Am I doing something wrong in 3D Studio Max on creation?
I am starting to think it may be something weird with the multi-sub or simply the editor buggin out with so many mat IDs. What do you guys think?
Replies
I would suggest you split up your meshes so that it's one mat per mesh. This way you can instance your geometry (buildings). Also, if you have the meshes as simpler shapes, you can use collision primitives. Enabling Per Poly Collision is a major performance/memory killer.
Thanks for the tip on the enable per poly collision. That is insane actually so it creates that dense of a collision cage if that is checked?
Good to know and appreciate the help.
W
And whooosh is right - each material on a mesh counts as one draw call each.
- make sure you're using a multi sub material
- each material within MUST have a UNIQUE name AND texture.
- During export, make sure the ASE settings are correct (export mat IDs, etc)
- If the above doesn't work, export the object into a new file by itself and export it there. Unlike Maya, I haven't figured out a way to see all the 'bad mojos' in a Max file. No way to delete history and see DAG nodes. So it could really be a bad Max file.
Good luck!
Also yes per poly collision uses the polygons of your mesh, however dense it is, as the collision model.
Check up on creating or importing collision meshes along with statics. Page should come up with a quick search in UDN.
If you name the material the same in max as the material in unreal it should automatically assign the materials to the material ids... if they are loaded...
at least it used to work that way.
I'll do some test later to verify ... just off the top of me head though that's what I'd consider
GL