Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] Is there a known max number of triangles a submesh can have?

[DiscordArchive] Is there a known max number of triangles a submesh can have?

[DiscordArchive] Is there a known max number of triangles a submesh can have?

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rektbyfaith
Administrator
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07-28-2022, 04:14 PM
#1
Archived author: Cyn • Posted: 2022-07-28T16:14:47.008000+00:00
Original source

Is there a known max number of triangles a submesh can have?
rektbyfaith
07-28-2022, 04:14 PM #1

Archived author: Cyn • Posted: 2022-07-28T16:14:47.008000+00:00
Original source

Is there a known max number of triangles a submesh can have?

rektbyfaith
Administrator
0
07-28-2022, 04:15 PM
#2
Archived author: Cyn • Posted: 2022-07-28T16:15:47.026000+00:00
Original source

Update to above issue; i created and assigned a keybonelookup table with a root and all other upper body limbs and extremities, im currently working on setting up an effective BoundingBox so i can resize the model Smile
rektbyfaith
07-28-2022, 04:15 PM #2

Archived author: Cyn • Posted: 2022-07-28T16:15:47.026000+00:00
Original source

Update to above issue; i created and assigned a keybonelookup table with a root and all other upper body limbs and extremities, im currently working on setting up an effective BoundingBox so i can resize the model Smile

rektbyfaith
Administrator
0
07-28-2022, 04:16 PM
#3
Archived author: Cyn • Posted: 2022-07-28T16:16:04.957000+00:00
Original source

Lack of key-bones did not solve error 00684527
rektbyfaith
07-28-2022, 04:16 PM #3

Archived author: Cyn • Posted: 2022-07-28T16:16:04.957000+00:00
Original source

Lack of key-bones did not solve error 00684527

rektbyfaith
Administrator
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07-28-2022, 04:17 PM
#4
Archived author: Cyn • Posted: 2022-07-28T16:17:26.338000+00:00
Original source

Im going to:
- Add the bounding box
- Make the model smaller
- repair corrupted animation data
Possibly;
-Divide submesh into smaller meshes
-Divide texture units chunk into smaller batches

We shall see if either of these will fix the issue
rektbyfaith
07-28-2022, 04:17 PM #4

Archived author: Cyn • Posted: 2022-07-28T16:17:26.338000+00:00
Original source

Im going to:
- Add the bounding box
- Make the model smaller
- repair corrupted animation data
Possibly;
-Divide submesh into smaller meshes
-Divide texture units chunk into smaller batches

We shall see if either of these will fix the issue

rektbyfaith
Administrator
0
07-28-2022, 04:19 PM
#5
Archived author: Cyn • Posted: 2022-07-28T16:19:10.802000+00:00
Original source

Heres my work so far if anyone wanted to try poking at it
rektbyfaith
07-28-2022, 04:19 PM #5

Archived author: Cyn • Posted: 2022-07-28T16:19:10.802000+00:00
Original source

Heres my work so far if anyone wanted to try poking at it

rektbyfaith
Administrator
0
07-28-2022, 04:19 PM
#6
Archived author: Cyn • Posted: 2022-07-28T16:19:18.347000+00:00
Original source


diablo.rar
rektbyfaith
07-28-2022, 04:19 PM #6

Archived author: Cyn • Posted: 2022-07-28T16:19:18.347000+00:00
Original source


diablo.rar

rektbyfaith
Administrator
0
07-28-2022, 04:19 PM
#7
Archived author: Cyn • Posted: 2022-07-28T16:19:39.524000+00:00
Original source

(This is intended to be a model-swap for the Mini Diablo pet)
rektbyfaith
07-28-2022, 04:19 PM #7

Archived author: Cyn • Posted: 2022-07-28T16:19:39.524000+00:00
Original source

(This is intended to be a model-swap for the Mini Diablo pet)

rektbyfaith
Administrator
0
07-28-2022, 04:22 PM
#8
Archived author: Cyn • Posted: 2022-07-28T16:22:40.466000+00:00
Original source

Changing info in the submesh chunk makes no difference in the error, it would *seem* that the issue is caused by something before then in the file
rektbyfaith
07-28-2022, 04:22 PM #8

Archived author: Cyn • Posted: 2022-07-28T16:22:40.466000+00:00
Original source

Changing info in the submesh chunk makes no difference in the error, it would *seem* that the issue is caused by something before then in the file

rektbyfaith
Administrator
0
07-28-2022, 04:24 PM
#9
Archived author: <o> • Posted: 2022-07-28T16:24:25.634000+00:00
Original source

index size is a uint16, so maximum of 65k indices, and 3 indices per tri so about 21k tris
rektbyfaith
07-28-2022, 04:24 PM #9

Archived author: <o> • Posted: 2022-07-28T16:24:25.634000+00:00
Original source

index size is a uint16, so maximum of 65k indices, and 3 indices per tri so about 21k tris

rektbyfaith
Administrator
0
07-28-2022, 04:24 PM
#10
Archived author: Cyn • Posted: 2022-07-28T16:24:56.634000+00:00
Original source

That must be the issue then, there are 33k+ triangles set to one submesh
rektbyfaith
07-28-2022, 04:24 PM #10

Archived author: Cyn • Posted: 2022-07-28T16:24:56.634000+00:00
Original source

That must be the issue then, there are 33k+ triangles set to one submesh

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