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Posted: Wed May 04, 2005 12:45 am
by Kat
Yeah you've got a model there that has far too many vertices. If that's an MD3 it needs to be under 1000, if it's a model that doesn't have a shader associated with it then it may also need to be under 1000 irrc; I can't remember the technical reason but a comment was made in passing on it on the old version of LEM, it has something to do with lightmaps or something iirc.
As long as each section is under 1000 tris you can split the model into sections (they will need to be pysically seperate objects iirc.
Posted: Wed May 04, 2005 1:33 am
by Kat
what have you built it with?
Posted: Wed May 04, 2005 3:42 pm
by ydnar
Is it lightmapped?
Posted: Wed May 04, 2005 3:59 pm
by megaman
iirc q3map forcemeta
Posted: Wed May 04, 2005 4:25 pm
by obsidian
Not related to the problem, but you shouldn't need phong shading (q3map_shadeAngle), since with models you can just set smoothing groups - which yields same results but with better control. Phong shading is useful on brushes since smoothing isn't an available feature.
Posted: Thu May 05, 2005 1:55 am
by ydnar
Definitely use q3map_forceMeta. The last few versions of Q3Map2 should automatically do that on models that exceed the max verts threshold though...
Posted: Fri May 06, 2005 12:43 am
by megaman
ydnar: if im not mistaken what the last few versions are, i still ran into that error using .lwos