I was working on the fenris model, actually I was planning to complete the mesh today in about 10 minutes, but before making the last tests I decided to add a couple of minor details, that I feeled were necessary.
As I've already said, I'm taking this model as a test for some strategies: I used an insane amount of submodels and some simple intersections. Both of those strategies can let you save many many polys, I estimate from 30 to 50% (but it just depend by the model), so it is interesting.
I noticed that there is a limit at the number of submodels you can have, well honestly I don't know if it is a "true" submodel limit, or something else, but I know that in this case if I have more than around 140 submodels the game crash.
I reduced the number of submodels (I was around 200...) making successive tests to find the limit, until the game stop crashing.
Then I made a collision test, and...****! I could fly through the ship.
Solved a problem here comes another one!
The annoying thing was that this never happened in the earlyer tests:/
After hours spent looking for the cause I remembered about the last details added (I nevre thought at them due to their simplicity and their size).
I removed them and the model started to work flawlessy:rolleyes:
The "funny" thing is that a simple cube of 10 triangles smaller than a feet's finger compared to a man's body and intersecting other minor submodels, but not the main hull, was enough to completely screw the whole BSP generation process of all the model, and therefore to make the whole ship non solid in game:/
And this happen when there are other intersections, that althought still very minimal are surely worse than this one.
bah!:hopping:
now it's late, I'll try to understand tomorrow if there is something I missed on those detail ( degenerated polys, double verts...), and I'll release -if nothing else happen- the mesh for whoever wants to give it a go at texturing.