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Bug Reports / 5.8 final save mesh doesn't work with meshes over 65535 verts

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Lost in Thought
21
Years of Service
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 3rd Apr 2005 04:22
Now that make mesh from object supports more than 65535 verts. It would be better if you could save the mesh you made. The program doesn't crash but the mesh isn't saved.

This works:
21844 polys


This doesn't
21846 polys


Mike Johnson
TGC Developer
22
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Joined: 13th Sep 2002
Location: United Kingdom
Posted: 3rd Apr 2005 04:28
Something we can change for the next upgrade.
Cellbloc Studios
21
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Joined: 15th Mar 2004
Location: Atlanta, GA
Posted: 3rd Apr 2005 04:37
Like a year from now.....

-This...is my boomstick!
Lost in Thought
21
Years of Service
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 3rd Apr 2005 04:37
Thanks Save object works with more than 65535 verts but it only saves to .dbo. If we had a .dbo to .x converter we would also be hooked up. The reason I want this is I use Action 3D Reducer to make really low poly terrains for collision purposes (ray casting for bullet calcs) I am just breaking it up into sections until this is done.

Lost in Thought
21
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 13th Jan 2006 08:56
Zealous
20
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Joined: 13th Sep 2004
Location: Colorado Springs
Posted: 14th Jan 2006 00:10
They have unleashed Teh Mike! Does his presence mean a new bug week is coming up!?

All you need is zeal
Lost in Thought
21
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 5th Mar 2006 12:04
Make mesh is now fixed If we could just have this one (or if you could make save object work with .x ), we would be totally set in this department.

re faze
20
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Joined: 24th Sep 2004
Location: The shores of hell.
Posted: 5th Mar 2006 16:21
why is each poly 3 verts rather than verts being shared? and if i make an object each poly is still seperate or are they shared?

Lost in Thought
21
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 5th Mar 2006 17:02
In mesh form they are 3 verts per poly as it doesn't use vert indexs. However some object formats do (including dbo), so if the object is written in the format that supports it and the information is setup for sharing (indexs) then it will share in DBP. You can test this with the new vertex manipulation commands. They use indexs if used in the model loaded. However when you make a mesh from the object it will be converted over to 3 verts per poly (no indexs). Also if you make an object from a mesh it will also not use indexs.

re faze
20
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Joined: 24th Sep 2004
Location: The shores of hell.
Posted: 5th Mar 2006 17:45
didnt meshes in dbc have indexes so that you could move a vert and all faces attached to it instead of making a hole?

Cellbloc Studios
21
Years of Service
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Joined: 15th Mar 2004
Location: Atlanta, GA
Posted: 5th Mar 2006 19:32
What's really scary is I called it

Quote: "Like a year from now..... "


That's freaky!

-This...is my boomstick!
Support your local Riker 9 Chapter.
re faze
20
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Joined: 24th Sep 2004
Location: The shores of hell.
Posted: 5th Mar 2006 19:57
@cellblock
that's really on point

LeeBamber
TGC Lead Developer
25
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Joined: 21st Jan 2000
Location: England
Posted: 7th Mar 2006 02:35
DBPro does not support X files using 32bit index buffers (or should not), so I have added an error message to warn against this, rather than silent no show. If you find documentation on 32bit index based X files, or very large X file meshes please email all materials to [email protected]

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
Lost in Thought
21
Years of Service
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 7th Mar 2006 04:08
Glad there is an error message now

Quote: "If you find documentation on 32bit index based X files, or very large X file meshes please email all materials to [email protected]"


Will do. I am assuming ascii only and not binary x files is what you want?

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