-- [ Picked text/plain from multipart/alternative ] Hmmmm.....interesting. I'll have to try that. Thanks for the suggestion.
On Jan 30, 2008 1:23 PM, Julian Moschüring <[EMAIL PROTECTED]> wrote: > Well, citadelpart8.mdl from ep2 has 28000 polys and gives the same error > message in hammer: > "Too many verts for a dynamic buffer (41468>24576) Tell a programmer to > up VERTEX_BUFFER_SIZE." > But it's in game so I guess it is only a limitation of hammer. The model > will propably load if set at runtime. > -archy > > Jeremy wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > Was just curious about polycount. I realize technically you have too > many > > vertices. If vertices were shared enough you could have a large number > of > > polygons with a smaller number of vertices, provided you don't run into > any > > limit on index buffer size that may be present. In this case the error > is > > clearly referring to the vertices. Are the vertices welded/merged where > > appropriate to reduce them as much as possible without sacrificing poly > > counts? I don't doubt such high poly models probably work, and possibly > > pretty well if they are by themselves on a screen or with little else. > But > > those sort of poly counts in a typical mod that normally has a number of > > players/npcs is going to degrade quickly. It all depends what you're > doing. > > That degree of detail could fit your project if it's outside the norm of > an > > FPS mod. Just be aware what the engine was designed and built to do, as > that > > is the reason for the limitations it has. Short of engine level > > modifications, which you can't do without getting the engine source, > you'll > > have to stick within those limits, and work around them if possible. > Split > > the model into pieces and attach them and stuff like that is probably > the > > direction you need to look at to keep that detail level and stay within > > limits. > > > > J > > > > On Jan 30, 2008 12:55 PM, Mark Chandler <[EMAIL PROTECTED]> wrote: > > > > > >> You send valve a check for $1 mil and you get the source code for it. > >> > >> Any chance we could see a render of it. Got me interested. :D > >> > >> > >> > >> -----Original Message----- > >> From: [EMAIL PROTECTED] > >> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears > >> Sent: Thursday, January 31, 2008 5:19 AM > >> To: hlcoders@list.valvesoftware.com > >> Subject: Re: [hlcoders] RE: [hlcoders] "Too many verts for a dynamic > >> buffer > >> (26791>24576) Tell a programmer to up VERTEX_BUFFER_SIZE." > >> > >> -- > >> [ Picked text/plain from multipart/alternative ] > >> Well, it's a pretty detailed model with a lot of armor and accessories. > >> I'm > >> happy with the model at about 11,000 polys but when I bring it down to > >> around 5,000 to make it work in game it starts to look pretty bad. > Polys > >> get > >> removed from spots where they need to be, such as his eyes. So, you > said > >> you > >> can't change it without recompiling Hammer and the engine? How would I > go > >> about doing that? > >> > >> Thanks for the help Mark. > >> > >> > >> On Jan 30, 2008 12:06 PM, Mark Chandler <[EMAIL PROTECTED]> wrote: > >> > >> > >>> Basically the number is current and max (26791>24576) and your model > >>> detail > >>> is to high and will crash the engine. I don't think you can change it > >>> without recompiling hammer and the engine. > >>> > >>> Why you need that much detail? > >>> > >>> > >>> > >>> -----Original Message----- > >>> From: [EMAIL PROTECTED] > >>> [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears > >>> Sent: Thursday, January 31, 2008 4:52 AM > >>> To: hlcoders@list.valvesoftware.com > >>> Subject: [hlcoders] "Too many verts for a dynamic buffer (26791>24576) > >>> Tell > >>> a programmer to up VERTEX_BUFFER_SIZE." > >>> > >>> -- > >>> [ Picked text/plain from multipart/alternative ] > >>> Hello all. This is my first email to the mailing list and I'm writing > >>> because I'm really stuck and hope someone can help me out. When I > place > >>> > >> an > >> > >>> entity and try to load my custom character it causes Hammer to crash > and > >>> displays this error message: > >>> > >>> "Too many verts for a dynamic buffer (26791>24576) Tell a programmer > to > >>> up > >>> VERTEX_BUFFER_SIZE." > >>> > >>> I tried lowering the poly and vertex counts and finally got a model to > >>> load > >>> but is way below the level of detail I need. I tried several versions > of > >>> the > >>> model with varying poly and vertex counts and noticed that the first > >>> number > >>> in the error message (26791 in this case) would change as the poly and > >>> vert > >>> counts change. Also, the high poly model will load fine in Face Poser. > >>> > >>> I've tried to research the problem online and haven't found anything > too > >>> helpful. The Valve Wiki says I probably have a bug in my code or > >>> > >> content, > >> > >>> which doesn't really help me too much. I also got advice to optimize > my > >>> map > >>> to reduce the vertices but I get the same error message when I try to > >>> > >> load > >> > >>> the model in a simple room. > >>> > >>> > >>> So, basically I guess I am asking if anyone knows how I can "up > >>> VERTEX_BUFFER_SIZE"? I don't really have much experience with coding > and > >>> don't have access to a programmer so I'm hoping someone here can help > me > >>> out. Thanks for taking the time to read this and any ideas or > >>> > >> suggestions > >> > >>> are greatly appreciated! > >>> > >>> Ben > >>> -- > >>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list archives, > >>> please visit: > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list archives, > >>> please visit: > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>> > >>> > >>> > >> -- > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders