Deus Ex to WebXR

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clintonman
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Re: Deus Ex to WebXR

Post by clintonman »

Finis wrote: 26 Oct 2022, 18:08 Why does it take so long?
Because it works by running a custom boolean widget for each part that's imported. So it loads the geometry, starts the boolean tool, preforms a left click to run the boolean tool, waits for the boolean to finish, then gets the next geometry... It would be mush faster if there was direct code access to boolean functions.
Clinton Reese

http://clintons3d.com
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clintonman
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Re: Deus Ex to WebXR

Post by clintonman »

Alright, got some more improvements in. The import for this specific map does not need any corrective cleanup. The whole process is more reliable now. I also discovered that one of the test maps that was failing in small ways consistently was bigger than I thought maps were made, so when a subtraction boolean operation was done, the imported mesh was outside of the defined space. Also, when running the boolean I found that the view wasn't close enough to the mesh, so some skinny meshes were too small in the viewport for the automatic left click boolean tool to hit properly.
Another issue was disappearing meshes which was caused by a tS bug. There is a script move command and when it moves something it also empties it out.

Now that the kinks are worked out I'll take another shot at converting the game level and maybe look at doing one of the bigger levels later.
Clinton Reese

http://clintons3d.com
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