--
[ 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
> >
>
>
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> please visit:
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>
>
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