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How to export my scene separated by object ?

 
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mbenin
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Joined: 08 Jun 2009
Posts: 1

PostPosted: Mon Jun 08, 2009 5:41 am    Post subject: How to export my scene separated by object ? Reply with quote

Hi there, i´m just wondering how can i export an entirely scene (a complete level with terrain, houses, trees and etc...) separating object by object ?

An example:
i have a FPS level with all the furnitures (desks, chairs, windows, doors), a building, tress around the building, banks and etc..

is there any option to export like this

- chair.x (or another extension)
- desk.x
- building.x
- tree.x

and so on ?

i´m asking this question cos it´s really necessary to me to treat each object separatelly, because i have concerns about LOD and another renders optimization. i don´t want that my code loads all vertices that deleD produces with it exporters or even DMF files.

Assuming that DeleD save only the entirely scene in one archive, it limitates myself to produce some code for rendering only what i´m seeing.

or anyone has another way for my problem ?
Think that i´m producing a huge scene, like battelfield scenario or somehing.

thanks a lot
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adr
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Joined: 23 Jul 2005
Posts: 165

PostPosted: Mon Jun 08, 2009 8:17 am    Post subject: Reply with quote

Yes you can.

How to do this is click of the object then go to File->Export to Deled Prefad. Save it to where ever you want it in the folders provided. ##Do take note where the item is in your scene.## Then start up a new scene. Go to your Create/Edit tab, then to Item Creation, then scroll down to where you save the prefad folder, click the + and then click your object. Then place it on the screen, and go to Move. Type in the the old xyz then hit ok. (This way when you export the object and reinport the object in your game, it still has its old postion so you shouldnt have to move it around.) Now go to Plugins and export it to w/e you need.

This was doing it form Deled.

As for the short way.
Your game engine or how ever your setting it up should still be able to read the file and tell the GeomNode. Just load the GeomNode you need by where the camera is (camera = player).
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