SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: tolgagfbx on March 05, 2018, 08:44:43 AM

Title: How can I solve this problem?
Post by: tolgagfbx on March 05, 2018, 08:44:43 AM
https://i.hizliresim.com/4aWYPp.png

Hello I have Modeled. The model is working properly but I am applying the model character is usually coming up ..

https://i.hizliresim.com/0EWb1R.png

How can I solve this problem?
Title: Re: How can I solve this problem?
Post by: Cdt Fox on March 05, 2018, 09:13:42 AM
You mean you have modded? Because this model is made/ported by El_Fabricio.

Regarding your issue, I remember EL_Fabricio saying the model would be too high poly for swbf 1. To me, It looks like the game only loads the lowrez mesh.

You can reduce the polycount if you want. Or perhaps it has already been reduced by Gistech for his Legacy mod, don't know.
Title: Re: How can I solve this problem?
Post by: tolgagfbx on March 05, 2018, 09:37:19 AM
Quote from: Cdt Fox on March 05, 2018, 09:13:42 AM
You mean you have modded? Because this model is made/ported by El_Fabricio.

Regarding your issue, I remember EL_Fabricio saying the model would be too high poly for swbf 1. To me, It looks like the game only loads the lowrez mesh.

You can reduce the polycount if you want. Or perhaps it has already been reduced by Gistech for his Legacy mod, don't know.

how to perhaps reduced ?
Title: Re: How can I solve this problem?
Post by: Ginev on March 13, 2018, 12:58:16 AM
You need program called model-edit.Search around for it.
Title: Re: How can I solve this problem?
Post by: Dark_Phantom on March 13, 2018, 10:07:10 AM
If the model is too high poly, model-edit will not be good enough.  As I just learned recently, SWBF2 can handle a ridiculous amount of polys - SWBF1, not so much.
Title: Re: How can I solve this problem?
Post by: SleepKiller on March 13, 2018, 04:46:13 PM
Quote from: Dark_Phantom on March 13, 2018, 10:07:10 AM
If the model is too high poly, model-edit will not be good enough.  As I just learned recently, SWBF2 can handle a ridiculous amount of polys - SWBF1, not so much.
Did you test with static models or skinned models? My tests when making it suggested that SWBF1 only hit problems when rendering animated models.
Title: Re: How can I solve this problem?
Post by: Teancum on March 14, 2018, 03:33:40 PM
So it's a ridiculous amount of polys, but I can confirm that too many static polys will crash as well -- at least per model. 10k plus does it.
Title: Re: How can I solve this problem?
Post by: Dark_Phantom on March 15, 2018, 07:55:24 AM
Quote from: SleepKiller on March 13, 2018, 04:46:13 PM
Did you test with static models or skinned models? My tests when making it suggested that SWBF1 only hit problems when rendering animated models.
It was the Death Trooper model/skin with skeleton by Lando on this site recently.  The model had somewhere in the neighborhood of 17000 polys if I remember correctly and it never actually rendered anything high res after the spawn screen.  RepComm and I fiddled with the low resolution and got it down to about 2000 polys and were able to use it well ingame.  I haven't played with a whole lot of static models that weren't created with BF1 in mind, but I would imagine that it is higher.
EhPortal 1.34 © 2024, WebDev