Compiling Gmax models over 64,000 pollies big...

Lionheart

SOH-CM-2014
Hey guys,


So, any word on exporting a model from Gmax to FS9 with more then 64,000 polygons?

Once again I have hit the cieling. There must be a way to export a model into FS9 that is larger then 64K... There must be...




Bill
 
Just redoing the Kodiak.. The Epic ran into this as well. I cant believe that redoing my landing gear brought it right over the edge. Man.. I am hoping I can break this barrier as I really dont want the old version landing gear on this girl. It looks far better... arrghh...



Bill
 
You can beat 64K quite easily, I've done 72K.

Couple of pointers, you need a nice clean mesh to begin with, try to reduce the number of materials assigned, make sure all animations are linear, avoid Euler like the plague, use axis driven animations if possible....rudder etc. try to reduce the number of key frames for an animation, 0-100 is only two, 0-25-50-75-100 is four and may have an impact.

Reduce the number of parts or sub sections, lower is better, around 120 parts in the hierachy and you'll be getting into trouble, avoid large parts above 8-10,000 polys if possible, join sub sections and weld any vertices if possible, that will also reduce material amounts as they become a merged material.

Remove all back face polys, finally make sure all internal edges flow in the same direction, see image below, notice how the majority ofdotted edges are facing the same way ( I havent done them all as this is for indication purposes only ), this helps smooths the surface and helps the compiler and increases FPS as well as the sim has less work to do.

You should be able to get to 67k very easily, above 68k is hard work.

Best

Michael
 
Thanks Michael,

You know, I do remember having 'fluctuations' in limit size a couple of years ago. Presently, the model with interior is hovering at 158K, and all I did was redo the struts and landing gear, so I must have already been over the 64K zone.

I'll try those tricks out Michael. Thanks for the advice.



Bill
 
I seem to remember back in the old days of Flight Shop you could use a hex editor to paste the code in. Not sure if that's valid any longer. That's going waaaaaay back.
 
hey Monk,

We have talked about this at FSDeveloper.com, like pasting in all the triangle coordinates for the mesh in the ASM files, but it still needs to compile and the numbers of the triangles are lost and need to be numbered.

I believe the issue is in the primary compiler. There is where it stalls and says the job is too large to be compiled. The others seem to be fine, from what I have been able to gather.

(The compilation process involves conversion to ASM, AZM, X, BGL, and then MDL formats. I think I missed 1 or 2 formats in that stack).


That and I need to know if FS9 runs with a model that has 100,000 polygons or more in it. Maybe the sim crashes! I dont know...



I hate it when this happens... arrghh.. :banghead: :banghead: :banghead:

Bill
 
hey Monk,

We have talked about this at FSDeveloper.com, like pasting in all the triangle coordinates for the mesh in the ASM files, but it still needs to compile and the numbers of the triangles are lost and need to be numbered.

I believe the issue is in the primary compiler. There is where it stalls and says the job is too large to be compiled. The others seem to be fine, from what I have been able to gather.

(The compilation process involves conversion to ASM, AZM, X, BGL, and then MDL formats. I think I missed 1 or 2 formats in that stack).


That and I need to know if FS9 runs with a model that has 100,000 polygons or more in it. Maybe the sim crashes! I dont know...



I hate it when this happens... arrghh.. :banghead: :banghead: :banghead:

Bill

Sure wish I could answer that Bill it's just been too long since I've played with any of this. I do remember that the model file that FS would actually render was far far higher than what the programs of the day would let you compile. Good luck, really looking forward to the new Kodiak.
 
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