How much is too much?
#1
Posté 08 juillet 2016 - 09:51
#2
Posté 08 juillet 2016 - 10:02
Did you run the model through Cleanmodels? It will do a number of things (see vault page linked to) for you that may fix your problem.
TR
#3
Posté 08 juillet 2016 - 10:09
check your shadow casting. I know if you have a lot of polygons, or a lot of individual meshes, it can slow the game down, but usually only on load, but unless you have enough mesh parts to line every inch of a deathstar, it should still run. Case in point are the placeables from SCL that I just put out last month with high poly count. The biggest killer is shadow errors.
#4
Posté 10 juillet 2016 - 01:35
There IS a limit to the number of meshes in a Creature model... I ran into a similar problem with the Kalin Rider I did back in the Dark Sun CCC. Eventually, having tried hitting everything else with big bricks, I simply merged some of the meshes that shared textures and didn't have to move independently... Model immediately worked fine - with exactly the same polycount; I didn't REMOVE anything, just merged where possible...
But... NO, I can't now recall what I concluded the Mesh Number Limit actually was. But I do recall exhausting every other possibility for the rubbish crashing activity, so there IS a limit.
No idea whether such a limit exists in Placeables and Tile models, but if it does, it must be A LOT higher since I've never run into it...





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