I have a problem with decorator 1.8
The map is a outdoor scene with a lot of grass between the buildings etc. There's also something like a street, that is a slightly elevated platform over the grass level. I think the Y offset is the second smallest unit that can be scaled in Maplet (zoom grid thing). Now when I want to texture the street platform with decorator, a lot of weird things happen. First of all, I cannot assign a texture to SOME triangles. Sometimes when I tried to assign a texture, there is no visible success, then I save the mesh, restart Decorator and there it is, assigned, with some missing Triangles. Then in rare cases it works nonetheless. Now after some fiddling I finally achieved a finished map and then I wanted to save the map optimized. But when I load the result in Blitz3D the couple of bad Triangles are back untextured. But they don't use the texture that was set before, but a texture that was used long time ago, but was retextured several times since then.
Then there's this very strange behaviour when I walk on this Tris: Framerate drops down to something like 4 fps. As soon as the triangle is out of the view (eg. looking up to the sky) the rate is normal again.
This is all real weird and frustrating, especially because the artefacts appear in the final app, the game engine.
Here's an image:

This slowdown thing suggests Decorator is creating multiple Triangles at the same position for some reason.
I will now try to import it in giles, convert to 3ds, optimize in 3dsmax, then convert back to b3d and reasign the lightmap in decorator, but honestly, I'm afraid this won't work.
Get this right, I love Decorator. It's only these little things that are capable of driving me crazy.
If somebody has a solution for it, please let me know!
EDIT now it seems there are in fact multiple triangles on the same place. Using decorators DEL+LMB function to delete Tris permanently allows me to reduce the polycount repeatedly on the same triangle, while the texture scaling differs after every deletion. Unfortunately it MAVs after some Deletions, probably because it tries to remove something that isn't there anymore.
EDIT 2
Ok, this is my current workaround:
-save the map as optimized mesh in decorator
-restart decorator then load the optimized mesh
-use DEL+LMB to delete the disobedient triangles
-use my Level Editor to put some scaled simple Quads onto the resulting holes
looks ok, speed is normal again.
But there's definitively something wrong in decorator. Must have something to do with the scanning steps. Maybe adjustable scanning steps would be a solution, dunno since I don't know the internals. However. neverteless I'd like to thank Lee one more time for this fantastic freeware tool.
The map is a outdoor scene with a lot of grass between the buildings etc. There's also something like a street, that is a slightly elevated platform over the grass level. I think the Y offset is the second smallest unit that can be scaled in Maplet (zoom grid thing). Now when I want to texture the street platform with decorator, a lot of weird things happen. First of all, I cannot assign a texture to SOME triangles. Sometimes when I tried to assign a texture, there is no visible success, then I save the mesh, restart Decorator and there it is, assigned, with some missing Triangles. Then in rare cases it works nonetheless. Now after some fiddling I finally achieved a finished map and then I wanted to save the map optimized. But when I load the result in Blitz3D the couple of bad Triangles are back untextured. But they don't use the texture that was set before, but a texture that was used long time ago, but was retextured several times since then.
Then there's this very strange behaviour when I walk on this Tris: Framerate drops down to something like 4 fps. As soon as the triangle is out of the view (eg. looking up to the sky) the rate is normal again.
This is all real weird and frustrating, especially because the artefacts appear in the final app, the game engine.
Here's an image:

This slowdown thing suggests Decorator is creating multiple Triangles at the same position for some reason.
I will now try to import it in giles, convert to 3ds, optimize in 3dsmax, then convert back to b3d and reasign the lightmap in decorator, but honestly, I'm afraid this won't work.
Get this right, I love Decorator. It's only these little things that are capable of driving me crazy.
If somebody has a solution for it, please let me know!
EDIT now it seems there are in fact multiple triangles on the same place. Using decorators DEL+LMB function to delete Tris permanently allows me to reduce the polycount repeatedly on the same triangle, while the texture scaling differs after every deletion. Unfortunately it MAVs after some Deletions, probably because it tries to remove something that isn't there anymore.
EDIT 2
Ok, this is my current workaround:
-save the map as optimized mesh in decorator
-restart decorator then load the optimized mesh
-use DEL+LMB to delete the disobedient triangles
-use my Level Editor to put some scaled simple Quads onto the resulting holes
looks ok, speed is normal again.
But there's definitively something wrong in decorator. Must have something to do with the scanning steps. Maybe adjustable scanning steps would be a solution, dunno since I don't know the internals. However. neverteless I'd like to thank Lee one more time for this fantastic freeware tool.