Post by Sawslig Steve. And William. on Feb 1, 2011 8:09:07 GMT
Soooo. Everyone remember that spider I made from scratch? The one that was totally finished and just waiting to be exported?
WELL LOL.
TURNS OUT IT'S A BAD THING FOR A MODEL TO HAVE OVER A THOUSAND VERTICES AND PATCHES.
For reference, the lobster has 362 vertices. Spider has 1168. I just found out that the object editor doesn't seem to be able to handle this, and thus kills itself in a fiery inferno.
I think this is also the problem with velvet worm.
Herrrrp.
I FUCKIN' LOVE PROBLEMS.
Especially when they mean I have to remake shit.
Just making this post to say that while I don't know if this will push back the overall release date for the mod, it might. I know it will push back release for the spider...
Post by Sawslig Steve. And William. on Feb 2, 2011 8:55:46 GMT
LOL HOW THE FUCK DID I EVEN DO THIS?
I cut the model in half and started shaving off vertices. I need to get this half down to about 160-180 vertices so that when I copy and weld it it will have, like, 330 verts, like the lobster. I've removed the middles of all the legs, annihalated the torso and torn apart pedipalps. At the moment this half of the model still has 477 vertices.
Post by Sawslig Steve. And William. on Feb 2, 2011 10:20:57 GMT
OKAY BIG SUCCES TEMPERED WITH A FAILURE OF ALMOST EQUAL MAGNITUDE. I just managed to export spidey with 570 vertexes, so the cap is probably 600 or so. Which is good. Even if parts of the spider are still pretty detailed, while the legs and carapace have like four patches each. XD. But, uh, now it's inherited the normalflippingbug we encountered in squid. I would fucking delight to know what causes that.
Post by Sawslig Steve. And William. on Feb 2, 2011 13:01:09 GMT
There's a couple of those. They appeared because of all the drastic redesigning I had to do on the torso =/. They should disappear ingame, though. That's what happened with snail.