Mhm data collision limit

#1
Does anyone know how far mhm data will stretch? I've been making the regular grid set from metaseq.

I'd like to make a full room or a full model that doesnt need to be broken down into single map pieces. It'd be far easier for me ‎  Biggrin
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#2
I think at one point Joe said he found a 6 space limit (or was it 3x3?)

Damn...where is Joe.
- Todd DuFore (DMPDesign)
Site Founder
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#3
Thanks Todd ill give that a try at some point.

Yeh it would be good if Joe came back. His website is still up and running.
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#4
Do the map pieces not disappear like oversized objects when you do that?
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#5
That happened to me with a 9x9 msm map piece. It would dissapear if i turned away from it.

The mhm data compiled a tiny piece of the house that could be stood on, and one wall, the rest just didnt work.

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#6
mhm files are also limited in file size, so maybe your mhm data was complex and it didnt create the whole house?

try creating a floor and four wall cube for a .mhm test and make it 1 space large at first to be sure the mhm works properly and you collide with all the walls/floor, then expand that same very basic model to a 2 x 2 and 3 x 3 piece and so on until it breaks, t hat way you should be able to determine how large it can be with a very simple and low file size model and go from there.
- Todd DuFore (DMPDesign)
Site Founder
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#7
Ill give it a go amigo, as i need to get to the bottom of this.
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#8
Found out more about this topic.

I created a regular plane, and scaled the x and z axis 3 times.

[Image: mhmresult.jpg]
(sorry about jpg text loss - it just says z and x axis only)
No problems with mhm data whatsoever.

Msm however, big problem.

The msm data would only appear at around 0.3 - 0.1 distance from the map piece. Essentially disabling the piece when you're 0.3 away from it. Could work with maximum fog though not a universal way to create a map set.

So i thought it could be related to loading the texture, so i created a map piece of the same texture type.

At first, i placed the single regular tile piece away from the dissapearing msm map piece. Result...
[Image: distancev.jpg]
This is where it would appear from. Same as the data before it.

However!

I then overlapped the piece. This was the result...
[Image: distanceoverlap.jpg]
No problems with distance.

Of course i got this nasty texture overlap...
[Image: nastyoverlap.jpg]

No problem though, after all if a wall was there... ‎ Biggrin
[Image: nooverlap.jpg]

Still, hitting the wall causes a flicker. So i dunno. Anyway i didnt wanna sound too geeky doing this research, only ml didnt share huge amounts of info about this, and its good to contribute eh?

-

Just realised. If i recreated the msm data and lowered it, there wouldnt be a texture overlap. Ill give it a try sometime.
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#9
Got it sorted out. One map piece must be anywhere joining the 3x3 map piece to the rest of the map.

Made a small barn and made a quick scene to show. These models are still the 3x3 base i showed earlier.


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#10
There is an empty filler tile you can use to fill in empty spaces. There are a lot of legitimate reasons to end up with empty spaces, but you will probably need that to fill in larger than 1x1 titles. My personal opinion is all tiles should be 1x1 unless you're creating a single use piece for a portal between two tile sets or using some alternative tool to generate your map. I don't suppose it matters however if you're not sharing your tiles.

I don't know if the empty space tile comes with Som or not. I know it has little triangles probably 10m up and maybe 10m down that are visible in the debugger (som_db.exe) but not in a built game.

PS: Just out of curiosity, what are the stripey vertical polygons doing in your earlier images? Your tiles really should be paper thin unless you're building a crumbling tileset or something that could be arranged in irregular ways. Or anyway, any polygon that is not meant to be seen is basically a resource vampire.. and 0 distance mappings like that are really not fun to look at.
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