Seems like we have a slight misunderstanding here. My question is not about the export method itself.
I made a little video to show what I am asking about.
The object is imported, then I use raycast select on the polygons and you can see how many layers of polys are there.
The object you see has about 90k polygons when imported, after cleaning up less than 50k are left. That`s a huge difference.
The 360 method itself works ok.
I just do not understand why the Microexporter produces the stacked polygons.
There are no holes or missing parts in the microexported mesh.
Hannes, to use a spherical camera has the advantage of exporting the whole terrain surrounding my viewpoint.
This allows me to work in any direction of the terrain I have in TG. I am not bound to the field of view of the camera.
Just personal preference.
Now, take the uploaded file for example:
The renderer is set to put out a rather low poly terrain object. Picture size is set to 200x100 pixels, everything else to default.
It is a 35MB *.obj file which renders and exports in 10 seconds. And every 3D program can handle that easily on import.
Again, I only need the exported terrain as a proxy object in LightWave, 3DSMax or whatever 3D program.
I can work on my objects while having the (proxy-) terrain object from TG in the background as a positioning or scaling guide.
No need to do the modeling of an object, export it to TG, try to position it correctly, go back to the 3D program, change something and export again...and again.
Final rendering is done in TG anyways with the originally created terrain and the modeled objects from LightWave.
Sorry for my lengthy post. Hope I could make myself clearer now.
I wrote a email to planetside support to take a look at this.
Thanks for trying to help.
cheers, Klaus
ps1: video size is still too big...5MB is not a lot, sigh. Have to re-encode.
ps2: the video is encoded with 12 fps, so you might want to speed it up in your player.