SRIV SDK Release B: Adding New Customization Items

Discussion in 'Steam Workshop' started by flow754, Oct 17, 2016.

  1. I had no problem with it except insane time to convert. What error converter show you after conversion?
    upload_2019-3-11_1-29-11.png
     
  2. But you have 11k verts there, problems show up when you are close to 30k

    In my case, the command window says that it failed to crunch the ccmesh, but the converter completes the process, it just omits the mesh file.

    Does the converter has a memory limit usage? Cause i dont think my pc specs are that old.
     
  3. That last iteration that my pc can produce without very long waiting. Still all ok. Also 3ok vertices means ~ 60k polygons which is insane for tps.
    upload_2019-3-11_5-45-14.png
     
  4. Admixon

    Admixon Administrator Staff Member

    Same here.
    Maybe vertex weight might be a problem.
    ssadsdsadasassaas.png
    My model had 75k verts so I reduced it to 27k and it was still too much. I remeber converting 24k model and it was ok so maybe there is a 25k limit?
    Also my weapon model had 20k and it was too much, reduced to 14k - still to much, reduced to 9 400 - ok.
     
    Last edited: Mar 11, 2019
  5. Admixon

    Admixon Administrator Staff Member

    Now I wasn't able to convert 14k model lmao
    There must be something wrong with those weights
     
  6. Lmao, It could be the texture, or the skeleton. You dont get any error in maya while exporting?
     
  7. Admixon

    Admixon Administrator Staff Member

    "vert [number] has too many weights"
    "vert [number] has too many weights"
    "vert [number] has too many weights"
    "vert [number] has too many weights"
    ...

    ERROR Crunch failed

    Same with large or small textures.
     
  8. Admixon

    Admixon Administrator Staff Member

    I'm 100% sure it's a problem with weights.
    The more "vert has too many weights" errors you have the higher chance the crunch will fail.
     
    Last edited: Mar 13, 2019
  9. I guess you can't have more then three influenced joints per vertex, on some quantity it could work with so high density mesh it would fail.
     
  10. So... Its "Wielding Time"? For say it on a simple nOOb way
     
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