I heard there is this guy named Garry who made a Source mod and sold it on 
Steam. ;)

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Mears
Sent: Wednesday, January 30, 2008 4:08 PM
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 ]
Do you guys know of any indie companies that use Source or Unreal licenses
to create and sell their games/mods? Is it common?

On Jan 30, 2008 4:02 PM, Jeremy <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Yes. And likely includes a royalty rate to valve. There may be alternative
> royalty free options that cost significantly more. Few game engines
> advertise such things as openly as Epic lists the UE2.5 license costs
>
> On Jan 30, 2008 3:56 PM, Ben Mears <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > That's how much it cost to buy the license to be able to develop and
> > distribute games commercially right?
> >
> > On Jan 30, 2008 3:47 PM, Matt Stafford <[EMAIL PROTECTED]> wrote:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > 300-350k is generally the ballpark when we talk about it over at
> places
> > > like
> > > ModDB
> > >
> > > On Jan 31, 2008 10:12 AM, Tobias Kammersgaard <
> > > [EMAIL PROTECTED]>
> > > wrote:
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Rumor has it that a Source license is only 200k ;-)
> > > >
> > > > /ProZak
> > > >
> > > >
> > > > On 30/01/2008, Matt Stafford <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > --
> > > > > [ 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
> > > > >
> > > > >
> > > > --
> > > >
> > > > _______________________________________________
> > > > 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
> > >
> > >
> > --
> >
> > _______________________________________________
> > 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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