Keyten Posted September 6, 2014 Posted September 6, 2014 How to spawn this model (I don't want to reduce the number of vertices)?
AshuraDX Posted September 6, 2014 Posted September 6, 2014 split the mesh into multiple pieces within your model file Asgarath83 likes this
Asgarath83 Posted September 6, 2014 Posted September 6, 2014 You cannot have a mesh of a model MD3 that contain more of 1000 vertexes. it's a famous engine limitation.that's is also for GLM format.one time i builded GLM with a mesh of 8000 vertexes and the model crashes when spawn in game. XD
Keyten Posted September 6, 2014 Author Posted September 6, 2014 split the mesh into multiple pieces within your model file I don't know, how to do it You cannot have a mesh of a model MD3 that contain more of 1000 vertexes. it's a famous engine limitation. that's is also for GLM format. one time i builded GLM with a mesh of 8000 vertexes and the model crashes when spawn in game. XDAnd... If I change "#define SHADER_MAX_VERTEXES 1000" in code?
AshuraDX Posted September 6, 2014 Posted September 6, 2014 that tree is absolutely OVERKILL for Jedi Academy where did you get that ? You should find a lower poly model, if you want your map to be playable O.o Tempust85 and Asgarath83 like this
Asgarath83 Posted September 6, 2014 Posted September 6, 2014 i am not sure if it works. you can try.i got some trouble about the change of that paramter. be careful. some change require a deep changes into the the bit code and the engine. for split a model you need to import into a program like 3d max or blender, but it's better the blender 2.64 with mr woko md3 export plug in.select the faces of the models, use the edit panel for separate (i remember also P key in blender can split a model into more mesh by material and by other parameters. )and after you need to enter in the custom parameter the key md3shader and the value of relative path of the texture of modelexample: "models/map_objects/plants/tree "
Asgarath83 Posted September 6, 2014 Posted September 6, 2014 i Agree with ashura. Why peoples try ever to put high polies models into a game of 2003 that allow the low poly models?the graphical quality is given by textures and shadering, more of the complexity of model or the LOD. O.oit's possible in JKA to making a tree with the same beauty using a low poly barks and raster png file for the leaves O.o
Keyten Posted September 6, 2014 Author Posted September 6, 2014 i Agree with ashura. Why peoples try ever to put high polies models into a game of 2003 that allow the low poly models?the graphical quality is given by textures and shadering, more of the complexity of model or the LOD. O.oit's possible in JKA to making a tree with the same beauty using a low poly barks and raster png file for the leaves O.o Okay, I'll try, thanks
Asgarath83 Posted September 6, 2014 Posted September 6, 2014 Okay, I'll try, thanks Remember the limit of thousand vertexes
Tempust85 Posted September 7, 2014 Posted September 7, 2014 Also, that error means you need to split the model up into multiple surfaces rather than 1 big surface.
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