[hlcoders] Re: [hlcoders] “Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.”

2008-01-30 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
How many polys is your model?

On Jan 30, 2008 11:51 AM, Ben Mears [EMAIL PROTECTED] wrote:

 --
 [ 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 (2679124576) 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
 --

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[hlcoders] Re: [hlcoders] Re: [hlcoders] “Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.”

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
The optimal amount of polys that I would like to have is around 11,000 but
to make it work in-game I need to drop it down to around 5,000 or so. I'm
still testing out the highest amount of polys I can have before I get that
error message.

On Jan 30, 2008 12:01 PM, Jeremy [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 How many polys is your model?

 On Jan 30, 2008 11:51 AM, Ben Mears [EMAIL PROTECTED] wrote:

  --
  [ 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 (2679124576) 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
  --
 
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  please visit:
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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
You can't. That's something Valve would have to do afaik. That sort of
detail level isn't very practical for the generation of game engine that
Source is. Maybe you can split it up into multiple parts, where each part
doesn't exceed the total, like separating the armor or accessories. I think
Unreal Engine 3 doesn't even push that high of a detail on their character
models. These days you generally fake most of it with normal maps and such.

J


On Jan 30, 2008 12:18 PM, Ben Mears [EMAIL PROTECTED] wrote:

 --
 [ 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 (2679124576) 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 (2679124576)
  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 (2679124576) 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
  --
 
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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Adam Maras (memzero)


So, you said you
can't change it without recompiling Hammer and the engine? How would I go
about doing that?

You don't. The limits are imposed because the Source engine itself would
choke on a model with that much detail. Is there any way you could make
the armor and/or accessories separate models and attach them at runtime?

//   Adam Maras (memzero)

Ben Mears wrote:

--
[ 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 (2679124576) 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 (2679124576)
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 (2679124576) 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
--

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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Ben Mears
--
[ 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 (2679124576) 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 (2679124576)
 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 (2679124576) 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

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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jed
You tried normal maps?

I think the largest poly-count model I've seen in a Source game is the
Tiger tank in DoD which is ~11000 max.

- Jed

On 30/01/2008, Ben Mears [EMAIL PROTECTED] wrote:
 --
 [ 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 (2679124576) 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 (2679124576)
  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 (2679124576) 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
  --
 
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  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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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Yep, I'm using normal maps. I've had models with 10,000 - 15,000 polys that
worked fine so I really don't think that I have too many polys on this guy.

On Jan 30, 2008 12:41 PM, Jed [EMAIL PROTECTED] wrote:

 You tried normal maps?

 I think the largest poly-count model I've seen in a Source game is the
 Tiger tank in DoD which is ~11000 max.

 - Jed

 On 30/01/2008, Ben Mears [EMAIL PROTECTED] wrote:
  --
  [ 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 (2679124576) 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 (2679124576)
   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 (2679124576) 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
   --
  
   ___
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   please visit:
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RE: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Mark Chandler
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
(2679124576) 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 (2679124576) 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 (2679124576)
 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 (2679124576) 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
 --

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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeffrey botman Broome

Jeremy wrote:

I think Unreal Engine 3 doesn't even push that high of a detail on
their character models. These days you generally fake most of it with
normal maps and such.


UE3 uses a high poly model to generate normal maps and a low poly model
in the game.  See the bottom of this page for an example...

http://www.unrealtechnology.com/features.php?ref=rendering

Charaters on the order of 5,000-8,000 polys is typical.

--
Jeffrey botman Broome

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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
--
[ 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
 (2679124576) 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 (2679124576) 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 (2679124576)
  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 (2679124576) 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
  --
 
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
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 please visit:
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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Right. I was just looking at that. Point being nobody is running 11k
character models in current gen FPS games. If he's making something more
character centric like a fighting game that's different, but he's still
working within the limitations of an FPS engine.

J

On Jan 30, 2008 1:09 PM, Jeffrey botman Broome [EMAIL PROTECTED]
wrote:

 Jeremy wrote:
  I think Unreal Engine 3 doesn't even push that high of a detail on
  their character models. These days you generally fake most of it with
  normal maps and such.

 UE3 uses a high poly model to generate normal maps and a low poly model
 in the game.  See the bottom of this page for an example...

 http://www.unrealtechnology.com/features.php?ref=rendering

 Charaters on the order of 5,000-8,000 polys is typical.

 --
 Jeffrey botman Broome

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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
I'm getting my polycount from within XSI and at about 11,500 polys I'm
getting a vertex (or point in XSI) count of only 7042. Way below 24,000

On Jan 30, 2008 1:08 PM, Jed [EMAIL PROTECTED] wrote:

 Just a quick question - where are you getting the polycount from? Your
 modelling app or HLMV? 26000+ verts sounds about in the ballpark for a
 15000 poly model anyway considering 3 verts per triangle even when
 many are shared.

 - Jed

 On 30/01/2008, Ben Mears [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Yep, I'm using normal maps. I've had models with 10,000 - 15,000 polys
 that
  worked fine so I really don't think that I have too many polys on this
 guy.
 
  On Jan 30, 2008 12:41 PM, Jed [EMAIL PROTECTED] wrote:
 
   You tried normal maps?
  
   I think the largest poly-count model I've seen in a Source game is the
   Tiger tank in DoD which is ~11000 max.
  
   - Jed
  
   On 30/01/2008, Ben Mears [EMAIL PROTECTED] wrote:
--
[ 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 (2679124576) 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
 (2679124576)
 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 (2679124576) 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
 --

 ___
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 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,
 please visit:
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--
   
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 archives,
   please visit:
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   ___
   To unsubscribe, edit your list preferences, or view the list archives,
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  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Julian Moschüring

Well, citadelpart8.mdl from ep2 has 28000 polys and gives the same error
message in hammer:
Too many verts for a dynamic buffer (4146824576) 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
(2679124576) 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 (2679124576) 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 (2679124576)
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 (2679124576) 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

___
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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Wierd. Maybe the exporter is crap and exports shared verts as unique or
something.

On Jan 30, 2008 1:21 PM, Ben Mears [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I'm getting my polycount from within XSI and at about 11,500 polys I'm
 getting a vertex (or point in XSI) count of only 7042. Way below 24,000

 On Jan 30, 2008 1:08 PM, Jed [EMAIL PROTECTED] wrote:

  Just a quick question - where are you getting the polycount from? Your
  modelling app or HLMV? 26000+ verts sounds about in the ballpark for a
  15000 poly model anyway considering 3 verts per triangle even when
  many are shared.
 
  - Jed
 
  On 30/01/2008, Ben Mears [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Yep, I'm using normal maps. I've had models with 10,000 - 15,000 polys
  that
   worked fine so I really don't think that I have too many polys on this
  guy.
  
   On Jan 30, 2008 12:41 PM, Jed [EMAIL PROTECTED] wrote:
  
You tried normal maps?
   
I think the largest poly-count model I've seen in a Source game is
 the
Tiger tank in DoD which is ~11000 max.
   
- Jed
   
On 30/01/2008, Ben Mears [EMAIL PROTECTED] wrote:
 --
 [ 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 (2679124576) 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
  (2679124576)
  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 (2679124576) 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:
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 --

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  archives,
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___
To unsubscribe, edit your 

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jed
Just a quick question - where are you getting the polycount from? Your
modelling app or HLMV? 26000+ verts sounds about in the ballpark for a
15000 poly model anyway considering 3 verts per triangle even when
many are shared.

- Jed

On 30/01/2008, Ben Mears [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Yep, I'm using normal maps. I've had models with 10,000 - 15,000 polys that
 worked fine so I really don't think that I have too many polys on this guy.

 On Jan 30, 2008 12:41 PM, Jed [EMAIL PROTECTED] wrote:

  You tried normal maps?
 
  I think the largest poly-count model I've seen in a Source game is the
  Tiger tank in DoD which is ~11000 max.
 
  - Jed
 
  On 30/01/2008, Ben Mears [EMAIL PROTECTED] wrote:
   --
   [ 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 (2679124576) 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 (2679124576)
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 (2679124576) 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
--
   
___
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please visit:
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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
Thanks for the info Jeremy. I'm actually using this character for a
machinima movie and there are a lot of other characters, props, scripted
sequences etc. in the map so I think you may be right about overloading the
engine. The verts on the model are set up really well it's just that there
is a lot of them. Chris had an idea about working with the collision model
and I think that's what I'm going to work on next. Thanks a lot for the help
guys and any other ideas or suggestions are always appreciated!!

On Jan 30, 2008 1:09 PM, Jeremy [EMAIL PROTECTED] 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
  (2679124576) 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 (2679124576) 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 (2679124576)
   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 (2679124576) 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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
H.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 (4146824576) 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
  (2679124576) 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 (2679124576) 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 (2679124576)
  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 (2679124576) 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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Matt Stafford
--
[ 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 ]
 H.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 (4146824576) 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
   (2679124576) 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 (2679124576) 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
 (2679124576)
   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 (2679124576) 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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Tobias Kammersgaard
--
[ 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 ]
  H.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 (4146824576) 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
(2679124576) 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 (2679124576) 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
  (2679124576)
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 (2679124576) 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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Matt Stafford
--
[ 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 ]
   H.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 (4146824576) 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
 (2679124576) 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 (2679124576) 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
   (2679124576)
 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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Ben Mears
--
[ 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 ]
H.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 (4146824576) 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
  (2679124576) 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 (2679124576) 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
(2679124576)
  Tell
  a programmer to up VERTEX_BUFFER_SIZE

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
--
[ 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 ]
 H.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 (4146824576) 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
   (2679124576) 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 (2679124576) and
 your
model
   detail
   is to high and will crash the engine

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Ben Mears
--
[ Picked text/plain from multipart/alternative ]
ha ha, oh yeah, duh. So that means he dropped the big bucks to be able to do
that right?

On Jan 30, 2008 4:18 PM, Mike Durand [EMAIL PROTECTED] wrote:

 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 (2679124576) 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 ]
   H.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 (4146824576) 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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Not necessarily I'd say. It's up to Valve. Unique and interesting mods may
receive special treatment in order to help them out. I don't know if Garry
got a license to the extent that he got engine source and all that, or if he
was just granted the ability to make some money. It could be that Valve saw
a popular mod and saw an opportunity that both Valve and Garry could make
some money. That's purely a guess on my part, but the point is that Valve
can make exceptions if they desire. Typically a commercial game will have to
go the normal licensing route. Since a mod generally doesn't have that
option, the other way in might be to have something so cool, like Gmod, or
Portal, and hope the developer will partner with you for a mutually
beneficial relationship.

J

On Jan 30, 2008 4:24 PM, Ben Mears [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 ha ha, oh yeah, duh. So that means he dropped the big bucks to be able to
 do
 that right?

 On Jan 30, 2008 4:18 PM, Mike Durand [EMAIL PROTECTED] wrote:

  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 (2679124576) 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 ]
H.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 (4146824576) 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

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Tom Leighton

No, garry got the full engine source (Although he hasnt compiled any
custom engine dll's yet.

--- REMOVED THE PAST CONTENT... it was rather huge! :P ---

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Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
IIRC Garry and Valve had a 50/50 agreement (or something like that, maybe he
can clarify), where Valve gave him an engine license for free, but get 50%
of from each purchase of GMod. I'd personally love to see more deals made
like this

Not all licensees have to pay royalties. Sometimes they're used instead of a
licensing fee, sometimes its a combination of both (low licensing fee, but
you pay royalties after you sell a certain number of copies), or sometimes
its just a flat fee for the license. Support also varies, some engines are
licensed 'as-is' with no official support, some companies provide entire
teams for support for other companies (somewhere Epic tripped up).

Most indie companies won't license an engine like Source or Unreal due to
the sheer cost of it. Alot of indie games aren'the typical style that these
engines are generally used for, and you'll find most Indie devs focus more
on low production values and don't utilize alot of the main selling points
of these engines (ie facial animation in Source, graphics in Unreal 3) and
can often write their own engine with only what they need for alot cheaper,
or license something like Unigine or one of those, which is very
feature-rich but fairly cheap (although support for those does lack)

For us, it might seem like alot of money (300k-1mil for a license), but for
publisher-backed companies, the engine license is only a drop in the ocean.

On Jan 31, 2008 12:34 PM, Tom Leighton [EMAIL PROTECTED] wrote:

 No, garry got the full engine source (Although he hasnt compiled any
 custom engine dll's yet.

 --- REMOVED THE PAST CONTENT... it was rather huge! :P ---

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

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