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Error 64K Faces #122464
04/08/07 22:22
04/08/07 22:22
Joined: Aug 2006
Posts: 52
M
Magus Offline OP
Junior Member
Magus  Offline OP
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M

Joined: Aug 2006
Posts: 52
It gives me that error when I try to load General Grevas from TurboSquid he is a 10 MB file for WED and he is pretty darn detailed it actually lags WED when I move stuff around once he is loaded is it that he is too detailed for A6.5 Standard or for GameStudio period?

Re: Error 64K Faces [Re: Magus] #122465
04/08/07 22:35
04/08/07 22:35
Joined: Mar 2007
Posts: 69
L
luke_was_ere Offline
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luke_was_ere  Offline
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Joined: Mar 2007
Posts: 69
Hey mate i believe very high poly models like in the region of 5k + dont work to well with this engine, try using a low poly version or optimising it in max or something by removing faces or welding.

Re: Error 64K Faces [Re: luke_was_ere] #122466
04/08/07 23:08
04/08/07 23:08
Joined: Aug 2006
Posts: 52
M
Magus Offline OP
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Magus  Offline OP
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Joined: Aug 2006
Posts: 52
AHH I thought so that sucks and let me guess if you want to make a high poly next gen game you would need something like the Unreal 3 engine right?

Re: Error 64K Faces [Re: Magus] #122467
04/08/07 23:45
04/08/07 23:45
Joined: Mar 2007
Posts: 69
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luke_was_ere Offline
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luke_was_ere  Offline
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Joined: Mar 2007
Posts: 69
Well im quite new here so may be put to shame in a few hours for my ineptness lol but it seems some people have problems with high poly mods.

As to the Unreal engine, unless you have about a million pound spare i'd reconsider that one.

Re: Error 64K Faces [Re: luke_was_ere] #122468
04/09/07 12:10
04/09/07 12:10
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
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AlbertoT  Offline
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Joined: Oct 2006
Posts: 1,245
May be 64k tris are too many but I suppose that 5k + are definitly acceptable
I purchased recently a human character abt 12k tris from TurboSquid
It does not seem I have any trouble
Anyway it would be interesting to know the opinion of someone more expert than me

Re: Error 64K Faces [Re: AlbertoT] #122469
04/09/07 13:38
04/09/07 13:38
Joined: Oct 2006
Posts: 1
USA
synbios128 Offline
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synbios128  Offline
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Joined: Oct 2006
Posts: 1
USA
I am guessing this has something to do with your system configuration. If you do not have a good enough video card, this could very well be the issue.

Re: Error 64K Faces [Re: synbios128] #122470
04/09/07 18:52
04/09/07 18:52
Joined: Oct 2002
Posts: 254
UK, London
Dyc Offline
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Dyc  Offline
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Joined: Oct 2002
Posts: 254
UK, London
It's a directx issue and not hardware. Your levels can have hundreds of thousands polygons hoverer a single mesh should not excide 64k.

Re: Error 64K Faces [Re: Magus] #122471
04/09/07 19:36
04/09/07 19:36
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
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Doug  Offline
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Joined: Jul 2000
Posts: 8,973
Bay Area
Quote:

AHH I thought so that sucks and let me guess if you want to make a high poly next gen game you would need something like the Unreal 3 engine right?




I wouldn't be surprised if Unreal 3 had the same limit. All those super high-end models you see in Unreal 3 games like Gears of War are made up of 2-10k polygons.


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Re: Error 64K Faces [Re: Doug] #122472
04/09/07 19:56
04/09/07 19:56
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
Love the power of normal mapping...


xXxGuitar511
- Programmer
Re: Error 64K Faces [Re: xXxGuitar511] #122473
04/10/07 18:32
04/10/07 18:32
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
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Joined: Jul 2000
Posts: 8,973
Bay Area
Quote:

Love the power of normal mapping...




Exactly.
The source models for an Unreal 3 game can run into the millions of polygons. Then they use normal maps, shaders, and black magic to reduce the models to a couple thousand polygons.


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