--
[ Picked text/plain from multipart/alternative ]
'You send valve a check for $1 mil and you get the source code for it.'
Or, send Epic a check for 850k and get an Unreal 3 license ;)

On Jan 31, 2008 9:15 AM, Ben Mears <[EMAIL PROTECTED]> wrote:

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


--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
--

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