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Richards.D

Error: Too many Vertices

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Now I know this is a common error, and I wouldn't post if I did not try all the common solutions. I've been working on a 100% scratch made building, and like this one, I've made countless others with no issues and ran them in game. This one is completely invisible, and I get the error "Too many vertices". Now I know for a fact, it isn't true. The original model was indeed 34K faces, but that shouldn't have been the issue. I took out some things for testing, and the model is now 16K, completely within spec. But, the error still persists. This is a completely original model.. and I really do not want to upload it, but I am completely out of ideas, so I guess give credit if you need it (Not that I doubt anyone will want this very random building model).

My guess it is a face that is messed up or something, but I tried using Find Non-Closed and such and could not really find any issue.

Model link:

https://docs.google.com/file/d/0B1-n9Mt7IjteQW0xUzd2T1l3Vms/edit?usp=sharing

Regards,

Richards

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in theory, 16k verts translates in ~3x16k vertex normals for sharp smoothing. You can try and test it by making the entire model one smoothing group (smooth it all out). If it works in the viewer, then you indeed reached the max vert number.

EDIT:

i had a very brief look over your model. You can forget about the geometric typography, it is well overdone. All of it can be texture based. You'll save a lot of geometry

Edited by PuFu

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Indeed:

I removed ALL of the geo lettering, brought it down to like 12-16k, and it still does not load.

Edit:

You were right sir.. I was inclined that it was not the case as I have used models with that text, albeit much less with success. Thank you for your help!

Edited by RichardsD

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I took a quick look, seems like the "non-linear mapping/non-planar faces" flags are hurting you a little bit. Although you may be able to get away with is some times, it may or may have undesired effects in the binarization process.

Any time you find those flags, isolate each face and triangulate it if you don't want to manually fix it in whatever utility you built it in. Most of the time that can quickly remedy any flags without messing with UV data.

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You can make faces planar by triangulating them. Triangles cannot be non-planar. Think though that warning flags are just warnings, and the real problems show up in the arma.rpt.

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select all and press i, should work then. of course delete the lettering first, if it then still to much vertices, make smooth edges (press i), somehow it can show a model with identical facecount when its smooth but not when its sharp edges (wich is pressing u)

Edited by Scars09

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