[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?
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?
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 
Archived author: Cyn • Posted: 2022-07-28T16:16:04.957000+00:00
Original source
Lack of key-bones did not solve error 00684527
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
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
Archived author: Cyn • Posted: 2022-07-28T16:19:18.347000+00:00
Original source
diablo.rar
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)
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
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
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