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Newcomers DBPro Corner / Limb command

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mikewhl
14
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Joined: 19th Jul 2010
Location: Columbus,Ohio
Posted: 26th Jul 2010 19:13 Edited at: 26th Jul 2010 23:16
From the thread, http://forum.thegamecreators.com/?m=forum_view&t=170393&b=1
Mobiius said: "You can just load a mesh in, and keep adding it as a limb until the required amount of grass is made. You can do this for LOD by for example, creating 1 object with 100 grass limbs for hi quality, 50 limbs for med quality and 25 for low quality."

I was reading another post, and ran across the term LIMB, when talking about terrains. One would think LIMB would have to do with animation, could someone give me a quick explanation of what the person is talking about above? I looked up Limb in the help files and still not sure what he was talking about.

Mike[i]

some cool stuff someone else said here
IanM
Retired Moderator
22
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Joined: 11th Sep 2002
Location: In my moon base
Posted: 27th Jul 2010 22:19
A limb in DBC and DBPro terms is actually a separate mesh, or in other words, it's another collection of 3D data.

That said though, you can design your objects with bones and weighting to deform the meshes of you objects, so that when you manipulate your limbs you control that deformation ... and that's about all I really know about that.

What mobiius was talking about was the first form - just mesh data that has a 'grass shape' that you can texture with a 'grass texture'.

For terrains, it's not too efficient to send the whole terrain to your graphics card every frame, especially when you can't see large portions of it (i.e. what's off to the left, right and behind you), so the terrains are usually subdivided into squares, 1 square per limb, and only the limbs you can see are sent to be rendered.

mikewhl
14
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Joined: 19th Jul 2010
Location: Columbus,Ohio
Posted: 28th Jul 2010 05:59
Thank you, that do clear up a few things.

Mike

some cool stuff someone else said here
cloudy
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Joined: 30th Jun 2010
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Posted: 3rd Aug 2010 12:26
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