March 28, 2024, 10:25:12

Author Topic: converting model  (Read 7726 times)

Offline Blazar

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converting model
« on: July 15, 2011, 21:03:14 »
Hi,
Does anyone knows what it means that a model can't be viewed in the Model viewer?

I get this message:

In Model Viewer:

Could not load object.lwo

In Model/Texture Converter:

*****Access violation at adress 100076DA in module 'lwolib.dll'.Read of adress 07F51018

Any idea?

Offline The Old Dragon

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Re: converting model
« Reply #1 on: July 15, 2011, 23:25:55 »
Unfortunately, I have no idea what the actual message means. But I've just got a very similar message after trying to convert a model with too many poly's. 

Nexus can handle a basic model of up to 10k in lightwave I think, but it'll start to complain about bigger models.

What's the poly count on your model?
Better to look the fool by asking, then prove them right with ignorance.

Offline Blazar

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Re: converting model
« Reply #2 on: July 16, 2011, 02:15:11 »
Thanks a lot. That's it.
It was a model with a high poly. After i've made a low poly version, it works.
Thanks :)

Offline jstubbles

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Re: converting model
« Reply #3 on: July 26, 2011, 22:34:13 »
I'm not sure if it was an error in how they originally translated the mod tool manual, but I think the 20,000 tri limit is just a per-layer limitation of the exporter and not so much the engine itself.

So far pretty much all of our models are over 20,000 triangles per mesh. To properly export, you need to split the mesh into different lightwave layers. Each layer can't be above 15k I believe, or else it spazzes out on export.

That doesn't mean you can have a 100,000 triangle mesh or anything, but it does give a little more freedom to make what you want.