-- [ 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 > > > > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders