R_loadMD3? (more then 1025 verts on a surface)


(P4nth3r) #1

R_loadMD3
Models/weapons2/devastator/deva_pickup.md3
has more then 1025 verts on a surface (2026)

I get this error when I try and load my md3 model into ET =(
Don’t know what it means or how I can fix it.
plz help.

Greetz Way2Evil aka Panther


(mazdaplz) #2

hello!
i used to have the same prob because i used pelt mapping to texture my model, and apparently the seams were elevating the poly count to about twice it’s size, what i did is import it into milkshape and export it back again, that solved my prob, i hope it helps


(Elite) #3

If you tried the above and no success, or can’t try the above (like me, don’t use milkshape) then load it back into your modeller (3dsmax, gmax, w/e you use), convert it to an editable mesh and then try to Optimize the mesh. Usually this helps lower the count.


(P4nth3r) #4

Well this model is exported by milkshape.
So that proably won’t work.
I could try the 3dmax way.

Thnx & greetz Way2Evil aka Panther


(mazdaplz) #5

so your using max, there’s a modifier called multires that you might find useful if your polycount is actually higher than the limit.


(P4nth3r) #6

Well I mostly use Milkshape, cause it makes more stable md3’s in my opinion.
But I do have 3dmax 4.2 & 6
i’ll take a look if I can find this modifier.

Greetz Way2Evil aka Panther


(Elite) #7

If after everything you try, and still no success, the last resort is to cut it up into smaller pieces.

For example, if you model a jet even low poly, and the whole jet is just one piece that was merged or w/e, you will probably get this also. However, if you separate things like the wings, tires, engine’s and what not, this will fix it, as the objects each have less poly’s now. What I mean by this is just don’t group all the pieces of the model into a single object, rather have like 10/20+ objects instead (in the same file still).

If your model is using something over 8000 altogether, which obviously is not the problem, but just posting for reference, (there is a limit of like 1024 or w/e for each piece, and another limit for the entire file, something like 8000+), then you can always break it up into smaller files, and include tags in the models and load the model up in the game to “build” itself, similar to the weapon system.

============

Hope it helps somewhat. This is like a last resort option though, sometimes all you need is just a simple mesh Optimize or w/e other term is used. I’m not very experienced with modelling myself, but usually that will do er’ :slight_smile:


(P4nth3r) #8

Thnx guys, I got it to work.
I just split up the model into different groups.

Thnx & Greetz Way2Evil