R_LOADMDM: mdm has more than 1025 verts on a surface?!


(Ancalagon) #1

Argh.

We are currently making total conversion mod and we’ve tried importing both MDM and MDS. One of my teammates just took a model he’d made for something else and used a combination of the RTCW model tut followed by Ikanatto’s MDS to MDM\MDX converter & tutorial.

However, when we were ready to test the model (temporarily replacing the soldier) we were confronted with a lovely little error message:

R_LOADMDM: <filename> mdm has more than 1025 verts on a surface ( <number> )

(We also tried using the MDS without converting and it produced it’s own R_LOADMDS error with the same message).

Even when the selected vert count in 3DS was less than 1025 the <number> still had a higher value in it. Just now we finally got the model working… with 450ish verts in 3DS. Surely the WolfET models have a higher vert count than this?!


(TwentySeven) #2

Ok, just be aware that the exporter will have to duplicate vertexes every time a seam changes smoothing groups, and on texture seams.

This can mean the 3dsmax vert counts are lower then the exported vert counts.


(TwentySeven) #3

Also, just split your model up into different surfaces if its a big issue.


(Ancalagon) #4

The model consists of two objects (torso and legs). We just tried the 700ish vert version (the torso has about 590 of these verts) making sure that each piece only had one smoothing group, but the error still occurs.


(ikanatto) #5

each surface( or called object ) must have less than 1024 vertices.
total number of vertices of all surfaces should be lower than almost 6000.
the way TwentySeven wrote is the best solution. make sure that the name of upper body parts surface should start with “u_”, or “l_” for separated-to-troso-and-legs animation system.
BTW my converter can not deal with the tags correctly for now. please replace the tag info to the default mdm’s if you need.


(ikanatto) #6

did you assign the different material numbers to surfaces?
if not, they might be recognized as one surface when they are exported.


(Ancalagon) #7

Ok, we just tried that… It kinda worked and kinda didn’t :).

The torso has a material ID of 1, and we changed the ID of the legs to 2.
The R_LOADMDM error is gone! Unfortunately so is the torso…


(No1_sonuk) #8

Try separating the hands off as well. The ET models are body, legs, lhand, rhand.


(Moonkey) #9

I had the same problem not long ago, with models that aren’t close to 1025 verts either.

I can’t remember how i solved it completely :bored:
Splitting the model into more IDs does help, but there must be something else wrong for the game to think the model has more verts than it actually does.

As for your disappearing torso, that will more than likely be a problem with your .skin
Make sure each part has a texture properly assigned to it.

If you can’t get your textures to show up on the right parts of the body I’d suggest reading this thread:
http://splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=843&highlight=player+skin&sid=f02961fc3d4e4b6d10664de5e5245ed2
solved hours and hours of headaches for me :twak:


(Ancalagon) #10

The torso uses the same texture as the legs. When it first happened we checked the skin file the same texture is listed for both objects and there aren’t any spelling mistakes.


(Ancalagon) #11

IT WORKS!

Thankyou very much, it was indeed a problem with the SKL file. ‘l_legs’ was listed in the object list but the tags had stolen the positions of the other material IDs, so we just put in the names which belonged to each ID and Voila!

:drink:

(For anyone with the same problem, that link Moonkey mentioned has all the SKL fixing info).