Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Taristin on December 13, 2003, 08:47:47 pm
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What, exactly, determines the amout of bounding boxes a vessel has?
I have a pof that I'm fooling with, but would like to use in modelview(upped version) to edit subsystems, and turrets and the like, but I get a 'too many bounding boxes' error. Supposedly there's more than 488,000.:shaking: I don't get it, especially since if the model is smaller in size, it will work. :confused:
Anyone can explain it to me, or has the means to edit the coding of modelview to make it have some extremely high limits (50k polies, and 3mil+ bounding boxes) would be greatly appreciated. ;)
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Hmm...to begin with I'm not a coder.
On the other hand what I know is that FS stores the data for collision detection in a simplified geometry (or boxy representation) of the model.
So smg. in you model resulted in too many boxes being created for collision detection.
Contact coders to trace the root of the problem.
That's my 2 cents.
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it's generaly determined by the complexity of the model
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Try asking Kazan or one of the other gods to have a look at the offending model
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you might have the old version of the upped limits one. try this one: http://www.geocities.com/vasudanad/modviw32.zip
if that doesn't work, then it is the model :)
what happened was that in the first version i uploaded, i think i accidentally lowered the bounding box limit somehow. i got that same error today, and that version there seemed to fix it :)
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Sweet! VasAd! Thanks. :D It works now... :)
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IIRC 1 bbox / polygon
modelview may also be extracting the BBoxes stored inline in the sortnorms as well - and that's much more variable and is dependant on volume