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why does the game crash when i test this model, although it works in the toolset


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#1
ZugothNDeadly

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it has the same amount of bones as the basic horse model cuz i merged the skin mesh with the new one,
deleted the old mesh and attached it the the new mesh so i dont believe it has too many bones
 


#2
MerricksDad

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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
Valthrendir

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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


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#4
ZugothNDeadly

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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
ZugothNDeadly

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i think another possible culprit is the cap holes modifier, i may be wrong.
 
i used cap holes on all or most of the meshes cuz they werent double sided(visible on one side, invisible on the other instead of visible on both sides) and it worked


#6
Valthrendir

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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).


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#7
ZugothNDeadly

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ill try to figure this out