Forum > Noggit

Custom WMO crash

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Ohai:
And the two times I managed to get it into a patch my character couldn't see the object, when he would turn to view the wmo I get insta crash, hmm I'm guessing I made a flawed wmo gonna try to tweak that :b

Skarn:
Subdivide it into two different objects. As I said ~20k triangles is the limit per group. Your model seem to have only one group or to be badly subdivided, like 5k and 30k which is not gonna work.

PhilipTNG:
it's about 90k triangles per model, but yeah ~20k triangles per group. Here it's 10 separate wmo's spawned in the same place, 5 groups per wmo,

[media:277yzl3e]https://www.youtube.com/watch?v=6CRgfjmDLew[/media:277yzl3e]

Skarn:
MirrorMachine crashes on models which polycount exceeds 65k.

PhilipTNG:

--- Quote from: "Skarn" ---MirrorMachine crashes on models which polycount exceeds 65k.
--- End quote ---

I'm using MirrorMachine too, maybe noggit crash ~65k, but ingame as gameobject spawn it works fine as long as I don't go above 88k total triangles. I don't have the original object files, kinda deleted them when I was done figuring out how high I could push it. lol.

Like if I went too high, this would happen:


No crash, it just didn't render.

Here's what it looks like spawned in same place but different heights:


And object with wireframe:

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