@bac9-flcl said:
@pichuneke said:
All the imported models in Cryengine 3 have the following limitations: 65.000 polygons
I'm sure it's rather 64.000 vertices. Polycount is rather irrelevant as it can vary from ~30.000 to ~120.000 depending on a mesh configuration.
@pichuneke said:
PlayUp exports different components as separate entities.
Yes, if your model is consisting of several components and groups on the top level of hierarchy, after using "Export All Components and Groups" action, you'll get several models. You can combine the whole model into the new parent component if you want to export it as the solid object. However, you should be careful with that due to risk of problems with vertex coordinates precision. If an object is huge and contains quite small details at the same time, it's recommended to split the model into several pieces. Check the tutorial section 6.4 for explanation on vertex precision and 3.3 for tips on the subject of proper component structure.
@pichuneke said:
I don't know if there is a way to put all together in their right position at once, doing it individually is not viable for me.
You should keep an eye on the position of pivot points (axes origin points) in each of the parent components you intend to export. Use Change Axes context menu action in SketchUp (available inside Edit Component mode) to relocate them properly.
If you want to assemble the building in the engine, all the pivots of used components should be located in the same area: this way the building can be easily assembled by specifying the same coordinates for each and every part. But well, you can have the same result by just combining the whole model into a single parent component.
However, in case of a huge object, having the same pivot position for all parts sometimes makes the 16-bit range of values extremely insufficient to properly describe all the vertex positions in the distant areas of the model. Not to mention that it's very inefficient to have a pivot positioned e.g. 50 meters away from some wall component, as in this case not even a half of possible values is available for vertex description.
In case of a huge object, if you think that you'll probably get damaged results with exporting the whole model at once, I recommend to use parts. Most importantly, you'll need a different pivot for each part, to make sure that vertex position precision is as best as possible for each of them. And in order to be able to reassemble the whole object in the editor, you'll need to place these pivots on some regular grid (for example, on the same height and with 1 meter snap). Draw a grid with Sandbox SketchUp tools, it'll be helpful when you'll use the Change Axes mode.
Then all you'll need in the engine Editor will be to switch on the snapping, grab the Move tool and assemble the model. With proper pivots, it'll be easy and precise.
Thanks for your long answer. I'll try to use it as a reference to import some of my models next week. I'll let you know how I am doing it