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Modelling and Animation / [Question] Possible fix for broken Models
« on: April 30, 2014, 02:32:53 am »
Ok so i had a crap fest time trying to install pymodeleditor on the new computer. Before getting burned out i decided to mess with the Hozu. I found that the reason some models look broken in parts was not too many sub meshes as i thought originally but too many Vertices. I think All the models that have broken parts i have found and checked have over 17,000 Vertices. New goblins have just under 15,000 and they work fine. They work fine with M2Mod as well. Hozu have 41,000 verts. New Orc Males have about 19,000. Every submesh with problems in the Hozu is using the vertices in the 18,000 plus range. I did find out that you can get M2mod to load the hozu model correctly if you open the first skin file in 010. change the number of submeshes from 40 to 16. 0-15 are the uncorrupted looking submesshes in wmv. then m2mod loads the model perfectly. bones and all. Maybe this was already known but i didnt know it. so I guess my question is how can this be fixed? Can m2mod be altered to accept more vertices? or a trick to getting m2mod to load just the submeshes we would want? I understand the client would still have this restriction but if we could at least get m2mod to load the models we could alter them in blender to work in Lichking.