why does the game crash when i test this model, although it works in the toolset
#1
Posté 06 août 2014 - 05:47
#2
Posté 06 août 2014 - 07:29
Your model is painted with a multimaterial. You'll want to point it to a standard texture.
A quick check of bones looks like your bone-per-vert count is good. Also you have a good skinvert count in relation to actual verts, so that is good.
#3
Posté 07 août 2014 - 12:30
If the texture is not the culprit, take a look at which meshes are flagged to cast shadows; shadows and complex geometry usually don't mix
- MerricksDad aime ceci
#4
Posté 07 août 2014 - 06:44
If the texture is not the culprit, take a look at which meshes are flagged to cast shadows; shadows and complex geometry usually don't mix
if you're talking about the pieces like the torso_h or pelvis_h, then they all have shadows on their trimesh modifiers
#5
Posté 07 août 2014 - 10:23
#6
Posté 07 août 2014 - 03:54
Glad it worked out for you ![]()
As far as I know, the presence of the cap holes modifier does not cause crashes; however, I always convert my meshes back to editable meshes before I apply an aurora trimesh modifier so that there are no other modifiers present on the visible geometry.
Also, if you used the cap holes modifier and the model seems to be fine in your 3d modeling software but parts of your geometry are invisible in the game; then you should take a look at how to ''flip normals'' (not saying this is the case now; I had this on a few occasions though).
- MerricksDad aime ceci
#7
Posté 09 août 2014 - 12:08
ill try to figure this out





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