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SHADER_MAX_INDEXES


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sup  man! long time.

after some checking I see the problem is in the hips, but I don't know why? if I remove the hips (if a sub segment call hips_lower) of the model it displays this if I enter with another char (if I use the model itself the game crash or gives me the error) and if I only use the hips part without the legs it works perfectly.

here some caps:

 

model with hip part using legs:

https://www.dropbox.com/s/qjmdotajr24llm2/Screenshot%202015-02-16%2023.38.33.png?dl=0

 

error if used

https://www.dropbox.com/s/46yn1nqewqo954y/Screenshot%202015-02-16%2023.34.43.png?dl=0

 

model with hip as robe and without hips_lower.

 

https://www.dropbox.com/s/v3bpijk9za9t1eb/Screenshot%202015-02-16%2023.42.23.png?dl=0

 

model working

https://www.dropbox.com/s/8zvf25szfcdtkgd/Screenshot%202015-02-16%2023.42.59.png?dl=0

 

about the shader file, I don't have one since I don't know  how make it.

 

thanks for the help, as always.

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A model mesh can only have up to 6000 (I think?) indexes (you can consider an index to be a unique combination of position, normals and uv coords). ModView might not be checking for this limit. To fix this, you need to reduce your vertex count in your hips_lower surface.

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@@itachisen hello! i see you again eh? XD really i see you make progress with ypur model skilling. nice job! pity i not know what do the SHADER_MAX_INDEXES stupid error. i have the same problem with one of my models if i add the .SHADER file to it, without shader, it working good.

for our luckies, @@Xycaleth know the answer. thanks! :D i can fix my trouble editing shader file for reduce calculation of shader index. with your model is more complicated. i think youi need to use on the hips mesh the "remove isolated vertex" tool of 3d max and reweight the hips and rebuild the model with carcass. i got sometime this trouble because i get some model with some  ghost vertex isolated by the mesh, duplicated six thousand of time... XD.

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  • 2 weeks later...

Sup guys, sorry for the late reply but my pc die >(

hey Asgarath83 nice to see you around, we have much to talk about :) I have progressed a lot but im not a master yet.

I couldn't  solve the issue so I do all the process again and the problem was no more I don't truly understand what was it.

 

Now I have a visual problem, I cannot weigth correctly the legs so the crouch animation looks like this.

https://www.dropbox.com/s/tms8v8t4u87kbrd/Screenshot%202015-03-03%2000.02.06.png?dl=0

 

instead it looks like this ( this is the closest I get)

https://www.dropbox.com/s/8ogaxbnsmx5hxxa/screenshot%202015-03-02%2000.03.26.png?dl=0

 

the problem is the lfemurx and ltibia....  I don't know if any other bones affect this animation.

Here is the distribution of the bones in the model:

https://www.dropbox.com/s/iwvbwc9q3rjusoi/Screenshot%202015-03-03%2000.06.07.png?dl=0

 

Xycaleth , Asgarath83  can you help me with this?

thanks again.

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Ehi man... @@itachisen :D for what i see i you make a bad weight of hips part of the maul model...

mmmm, you need to rig in that mode the hips:

pelvis: only vertexes near the pelvis.

lower_lumbar: upper part cover by bone of hips, and the belt of character

lfemury \ rfemury : that0s nasty weight. you need to rig to 0.5 to pelvis and the lfemur OR rfemur the vertexes beteween the two bones, at medium distance. the 0.5 area of rig between pelvis and lfemurYZ run long the inner edges of the left thigs of the models.  and the pelvis. same for the right thigs with rfemuryz.

for the legs: be careful with knees. you need to rig to 0.5 the knees between the ltibia and lfemurX for left leg and rtibia and rfemurX right leg, for the articulation of knees. this 50\50 rig must be into the section of the junction between tibia and femur, long the knee articulation of character.

for lfemurX \ lfemurYZ: rig to 50-50 in the middle part of the leg the vertexes betweens the two bones. i make rig with this procedure aand i got only few weight distorsion. good luck! :)

Watch the vertex and geometrical grid of the hips and leg structure... image this like a succession of "rings" of vertex, like a caterpillar. the method 1 -1 - 50\50- 1 -1 of weight is the more used. you need to use 50\50 on the vertexes betweeen two bones and the fukll 1 rig value for vertexes when is drawed only a bone.

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