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Guest Foxbat

Exporting high-poly models?

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I have a model that's something around 70,000 polys. Whenever I export it some parts are always missing. Sometimes it's luck, but I wanted to know if there's any way to get all the parts to show, meaning export properly. So can I do something to get it to export properly, or, if it's a problem with my equipment, can someone do it for me?

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Try selecting all the parts using the select menu (looks like an arrow with some lines next to it). Just click that button, click "All" and everything will be selected!

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But how will that help me export it? I'm not sure you/I understand. Have you accualy had this problem? I have tried grouping everything, too. Is it just my problem, meaning would someone like to volunteer to try to export it? BTW I have already tried grouping the parts, that doesn't help.

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Well, I tried it, and other than the fact that it took WAY too long, here's a pic of an error I got.gmaxerror4oy.png

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I got it to work, but it doesn't ehlp any. Does anyone else have any other ideas? Is a compiler script a better idea for this? Is there some alternative or do I have to start cutting polys? :( :( :( :*(

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Hmmm...Sorry for the misunderstanding earlier. :( If you send a copy of the file here: thomsonfly.r AT gmail.com , I can give it a try for you. Include it in a zip file please!

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>Well, I tried it, and other than the fact that it took WAY>too long, here's a pic of an error I got.Make sure that all other programs are closed down, and ONLY GMax is running. If that doesn't free up enough memory, then...export the exterior and keep the ZZZ.x fileexport the interior and keep the ZZZ_interior.x fileThen, close GMax, navigate to the gamepacksfs2004plugins folder and double-click on MakeMDL.exeLoad the ZZZ.x file and then check the LOD tab to be sure that it picked up the ZZZ_interior.x file as well.Now try compiling...

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Wait a minute... I can export parts in small groups and then add them together?So it's memory that's the problem? Should I increase my RAM? Oh, and the error isn't the problem: the only thing is some parts are missing. If that's because of memory I can simply increase RAM.However, if I can get it to export parts and then combine them, then I won't have to. Does it only work for the interior and exterior or can I somehow get only groups of the exterior and then put them together?Thanks.

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AFAIK, the only way to export and combine separate .x files is by LOD and the 'exterior' and 'interior' selections.

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>Hmmm...>Sorry for the misunderstanding earlier. :( If you send a copy>of the file here: yaddayadda , I can give it a>try for you. Include it in a zip file please!Check your mail, tell me how it goes!I tried increasing my random acess mem. with no luck.

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Err, from the error message the compile path is in C:Gmax -- are you using the GMAX SDK wich includes the GMAX fs2004 gamepack that is installed into gmax's parent folder? Normally the out put should read something like: C:gmaxgamepacksfs2004myprojectCheersShad

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That was a "false alarm", it had nothing to do with my model. I was exporting it to the wrong path, so just ignore that post.

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>That was a "false alarm", it had nothing to do with my model.>I was exporting it to the wrong path, so just ignore that>post.Oh, you had a brain f*rt? I've had more than my share of those, so I guess you won't need to change your handle to "dingbat" then... ;)

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Geez, thanks. That makes my day. :(@jetBlue_83Did you get my e-mail? I haven't heard from you. You aren't hogging it all to yourself, are you!?! :-(

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>Geez, thanks. That makes my day. :(>>@jetBlue_83>>Did you get my e-mail? I haven't heard from you. You aren't>hogging it all to yourself, are you!?! :-(If you wrote to me, I never received anything...

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No, not you the other guy. However I would be glad if you want to try to export it!I found out that FS has a compile limit of68K polys. See for yourself.This is a clipping from an A-10 page-"Made internally by a crack team of designers (remember FsFalcon, well the graphics are done by the same people), this A-10a Thunderbolt II is very special in one aspect, the visual shape is created with 68.000 polygons and that is just the limit of what FS can handle, files with more polygons will just not compile. The complexity of the external shape is just unprecedented. The VC is created with 41.000 polygons and also extremely detailed. Graphical detail like that puts recent specialized (!) simulators like LockOn for this aircraft to shame! As doing a military aircraft inside FS2004 brings limitations (for example, all kinds of radios are very different) we decided not to try to simulate it inside a simulator, but focus on items like the animations. The pilot (we call him Tim)is lovingly animated, you can even lower his visor when the sun comes up."However, my model is less than the 68 limit, so I guess anything close to this limit is a prob. However, it SHOULD export properly for SOMEBODY, so I would appreciate if someone else could give it a try.

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Well, send it to me at n4gix@comcast.net and I'll see if it will compile here... ;)

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Do you have animations? Try removing some, i've heard that FS9 has a low limit to the amount of rotation keys you have. If you remove them all, you might find out if thats the problem:P

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Hey there, Foxbat!! Yes, I got the email, and yes it did compile, but I wasn't able to get it to show up in FS. I'll try it out again, but I just wanted to let you know, I got it to compile.

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Guys, it had nothing to do with any of that. Accualy, Make was doing some "optimising" that screws up the model, and that's the problem. I e-mailed Alphasim and they told me this info and said you can turn it off with Middleman, so I did! So simple! It's fine now. Thanks for all your help.PS anyone know the tag for the main exit open?

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Oh, I almost forgot: The real limit is 80,000 polys. Anything over and you get an error, anything under and it exports perfectly.

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>>That was a "false alarm", it had nothing to do with my>model.>>I was exporting it to the wrong path, so just ignore that>>post.>>Oh, you had a brain f*rt? I've had more than my share of>those, so I guess you won't need to change your handle to>"dingbat" then... ;)Did I just hear something about a 512x513 bitmap?? :)

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>Did I just hear something about a 512x513 bitmap?? :)bghvckll.kjdsfyrkusb!!lgallugruglaaurlIU yp4e9857 ydslfhipryahpo843-358 pp8psg..//ath/56q]biq a[r]a ybwsNope. :(Oh, another question while we're at this topic- Previously N4 said you could export the int and ext seprately. Can I do this and have more than the limit of 80,000 polys by having the int and ext each around, ie, 50,000?

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Blatant bump, but anyways...I was wondering if you could cheat the 80,000 polygon limit by exporting the interior and exterior models sepratly and then combining them... Will it work? I am going to try it, but it takes around an hour to get it all done, so if someone is about to blurt out the answer in 10 secs anyway, I won't have to...:(I am now having bad nightmares about polygons... Monsters with 650,000 polys are chasing me and now I have to get them under 80,000 without scraficing detail... Almost as bad as real life :(

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Hmm.. I was always under the impression that there was no "definitive limit" on polygons. I mean, there is a limit, but it varies according to many variables. I always thought it had something to do with god knows what variable in ASM coding that limited compiling processes to a certain complexity.. Well to be honest I can't remember exactly where I heard that (though it was probably on this forum). Anyways, since I obviously have no clue about what I am talking about I'll leave it at that.However, all that to say that the number of polygons is only one of many variables that contribute to export failures. An excessive number of materials and animations can also have an effect. But, as a rough guideline, through personal experience I have found that interior and exterior models are dealt with seperately by makemodel (until the compile process), so the polygon cap of around 60,000 polys is for each model seperately (that is, the interior and exterior). Thus your interior model can have 60,000 polys, and your exterior can also have 60,000 polys (for a grand total of 120,000 polys), and the model will export fine. The moment one of these two exceeds the "limit", your compile will fail, and will normally generate an error of:"error A2071: initializer magnitude too large for specified size"I have seen other baffling errors as well in my exports... more than I care to talk about. Dunno if others have had as many errors. Maybe I'm just "lucky", who knows. Back on topic, I hear that the above error can pop up due to either insufficient RAM or insufficient hard-drive space. Though when it occured to me I don't think those were a factor, but who knows. All I know is that if you ever get that error, try a reboot first, but then optimize the model and all will be good.Correct me if I'm wrong anywhere in this post, my understanding might be "behind the times".

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