[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 ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] 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 ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ] 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com
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 ] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ] 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com
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 ] 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your
Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.
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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ] 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.
-- [ 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.
-- [ 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.
-- [ 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.
-- [ 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.
-- [ 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.
-- [ 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.
-- [ 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.
-- [ 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.
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 --- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ] 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 --- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders