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 > > > > > -- > > _______________________________________________ > 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