Torchmodders
Mod Projects => Vkoslak's Playground => Topic started by: Vkoslak on May 20, 2018, 04:36:22 pm
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I was playing around with an exporter earlier and captured the options it passes to OgreXmlConverter.
The meshes the created with the exporter were always smaller than when I just dragged the mesh to the exe.
"-e -t -td tangent -ts 4 P:\Blender\models\pinata\export\Llama.mesh.xml"
What they mean:
-e = DON'T generate edge lists (for stencil shadows)
-t = Generate tangents (for normal mapping)
-td [uvw|tangent] = Tangent vertex semantic destination (default tangent)
-ts [3|4] = Tangent size (3 or 4 components, 4 includes parity, default 3)
This resulted in my Fionna.mesh being reduced from 722KB with drag n drop to 298KB.
Being lazy and not wanting to type in those parameters every time I need to convert a mesh...
I made a batch file to do it for me ;D
Slap the batch file I've attached below into the same directory as your OgreCommandLineUtils, and then drag your XML files over the batch file instead of the exe.
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I have to try this. You tested these models in the game, are there any problems?
Do these keys "-e -t -td tangent -ts 4" work for a file shortcut? Because I use the OgreXmlConverter as "Send to..." because it is much more convenient than "drag&drop".
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I just loaded up my model in guts. Looks fine to me. Animations are working. No issues.
I tried it with a shortcut. That works too.
Just set it like this with the quotes around the exe.
"C:\OgreCommandLineTools\OgreXMLConverter.exe" -e -t -td tangent -ts 4
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What they mean:
-e = DON'T generate edge lists (for stencil shadows)
-t = Generate tangents (for normal mapping)
-td [uvw|tangent] = Tangent vertex semantic destination (default tangent)
-ts [3|4] = Tangent size (3 or 4 components, 4 includes parity, default 3)
@Vkoslak:
Dude...do not get your command-line options mixed up.
When I tried to use these options on a mesh I have been converting back and forth between XML and MESH, I received an error during the second conversion, saying that these "tangents" were "already generated".
A quick Google search on "Ogre mesh tangents" turned up this discussion (https://forums.ogre3d.org/viewtopic.php?t=43830), which discusses how to make bump-mapping textures work.
In short, you are actually optimizing on one side (edge-lists), and de-optimizing on another (by adding data for a texturing feature your model does not use).
Try removing everything but "-e" and compare sizes (on a new mesh) with your old script. You might be pleasantly surprised.
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That is a huge savings.
I was only using what the default was in the exporter.
Unless we figure out how to get a normal map shader program working in torchlight the tangent options aren't needed.
Good find!
I'll update my batch file.
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Good find!
I'll update my batch file.
I have been doing quite a bit of work requiring OgreXMLConverter lately. It was actually in an effort to integrate your work into my own suite of automation scripts that I discovered the issue. ;}
Why not try my scripts out as well?
https://torchmodders.com/forums/3d-modelling-animation/(script)-automatic-mesh-and-skeleton-rebuilding-and-optimization/ (https://torchmodders.com/forums/3d-modelling-animation/(script)-automatic-mesh-and-skeleton-rebuilding-and-optimization/)
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Thanks so much @Vkoslak and @Lord Nyriox for these! They add a lot of value to the body-of-knowledge on modding in general!