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P-47 Progress Thread

I had this Joost, it's a Windows thing. Try moving your current Gmax install to somewhere else then installing gmax and the SDK and again. It worked for me.
 
Thanks Clive!
That sounds weird! But I might give that a try in the future. For now, I have reduced the number polys of the offending part to just the in-game visible bits (a thing I to try to avoid until the very last moment) and that worked too.
 
Texture vertices, Joost! Something is mapped to more than 64K texture vertices - there might be only 15K polys in an object, but if they’re mapped to enough textures (diffuse, specular, reflective) then the texture vertex count goes through the roof. The usual answer is to break the object into two separate parts. There’s a MaxScript command which gives you the texture vertex count for a mapped object, if I could just remember it.

You might try welding vertices that are closer than 1mm, but I suspect it’ll be simpler to break the object into two.
 
Texture vertices, Joost! Something is mapped to more than 64K texture vertices - there might be only 15K polys in an object, but if they’re mapped to enough textures (diffuse, specular, reflective) then the texture vertex count goes through the roof. The usual answer is to break the object into two separate parts. There’s a MaxScript command which gives you the texture vertex count for a mapped object, if I could just remember it.

You might try welding vertices that are closer than 1mm, but I suspect it’ll be simpler to break the object into two
Thanks, I'll try to keep that in mind!! (I thought is was the # of polys, not mapped vertices)
 
There’s a MaxScript command which gives you the texture vertex count for a mapped object, if I could just remember it.

Got it: select the object – if it's not Editable Mesh then apply an Edit Mesh modifier to it – and type "getNumTVerts $" in the script window at bottom left in Gmax. It'll give you the number of texture vertices, but it only works with Editable Mesh.

The CFS3 exporter will happily spit out an untextured object with hundreds of thousands of polys, but the moment you texture it that 64K texture vertex limit rears its irritating head and the exporter coughs to a halt.
 
Thanks!! I need to save that info somewhere and see if I can put that to good use!!

The offending part is one that I wasn't looking forward to model because it proved very hard to find any decent info on (the oxygen hose with its fittings and harness clip, with only the hose already textured). In the end, I winged a lot of the components based on the diameter of the oxygen hose and a size approximation of the harness clip. Nevertheless, I think the outcome is fairly decent:

Teaser73.jpg

In the past few months I found a lot of info on standard items (the AN stuff) that enabled me to remodel many cockpit items to original specs. Eg, there will be more accurate 3D instruments that differ across various submodels, the C-5 cockpit light that is visible above the harness clip has been redone, I encountered an AN document with a useful drawing of the spare light bulb(s) clipped to the instrument panel and much more.

The idea was to model such parts completely, assign texture sheet(s) to them that are separate from the P-47's, so that the models could be used for other aircraft (the basic idea of AN aircraft parts). Anyway, that's what I promised Ted (he had a P-47N model stashed somewhere) but alas, I will finish this too late for him too see/use...
 
Joost amazing attention to detail and showcase for your skills. Will need to set a reminder to myself that will need extra time after jumping in the cockpit just to absorb the sheer beauty of it all!!! The Microsoft models will definitely be confined to a dark corner of the hangar once these hit the tarmac.
 
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