Maximum size of 3D models?

Posted By: jeffmorris

Maximum size of 3D models? - 08/20/07 22:35

What's the maximum size of 3D models being created in WED?
Posted By: MrCode

Re: Maximum size of 3D models? - 08/21/07 04:40

Um, define "size". If you're talking about scale, it's pretty much unlimited (so far as I know). But if you're talking about polycount, it's limited to about 30,000 polys.
Posted By: jeffmorris

Re: Maximum size of 3D models? - 08/21/07 09:21

If I try to make a 3D model too long in WED and try to edit it, I will get a message saying "Bad Manipulation. Map doesn't allow concave blocks". This happens when I try to create subway stations that are 660 feet long. The longest parts are the platform, its base, and ceiling.
Posted By: alphaindigo

Re: Maximum size of 3D models? - 08/21/07 09:42

i think that there is now a way that you can compile the level with concave blocks.. but this may be only in A7 .. the problem you are having is that the BSP engine does not allow blocks to have inndents in them. like a cave is an indent in a cliff.. you could try using models .. or scaling the block larger thatn you need and then moving the points back to where youu want them.. or only use the face and edge manip tools....
Posted By: dudeBot

Re: Maximum size of 3D models? - 08/21/07 12:35

Hey Jeff,

I saw your original "face move" post. I got the same error
when I followed the steps in your post. I was sort of waiting
to see what others might have to say about it.

My first instincts were that there is a maximum block/brush size.
I have used valve-hammer for texturing and compiling .map
files for torque and there is a block/brush size limitation.

I looked to see if there was a maximum block size in WED, but couldn't find
one, but I'm pretty sure that the face movement is not creating
concave geometry.

Just out of curiosity, if you want to do a little experiment:

-create a large block and place it at the world origin
-move the faces 128 units at a time and tracking the number of face moves
-when you get the error, figure out based on the number of face moves the
approximate size of the cube when the error occurs.
-if you post that result, I'll make and export a .map file from 3ds max
and then try opening it in WED and see if it gives me any invalid
block errors.


The easiest solution that I can come up with to deal with this
issue is to break the subway tunnel up into chunks. If you create
one chunk and group it together, you can easily duplicate it and move
it where you need it. As long as the blocks are aligned, and the textures
you are using tile well, your blocks will appear "seamless," which is what
you're probably wanting since you are trying to create the tunnel as one
big block.

Also, by using this method you could use the tunnel piece as a prefab,
and use it in other levels in the future.
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