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Thread: Advice on graphics/model stress with higher poly texture sizes(solved)

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  1. #1

    Default Advice on graphics/model stress with higher poly texture sizes(solved)

    I've started working with higher polymesh models and double size texture files. I haven't had issues with the larger texture files until I started using more complex models. These hobgoblins have a vertex count of 20k with around 30k triangles and a total model size of 1mb. The crashes seem random but increase In battles having more of these units. I believe the crashes are too random to be related to any funky model or texture error(but what do I know?). My gpu gets pushed to 75-85% but my cpu seems to be bouncing off the roof. My question is this. Am I better off chopping vertices or reducing the texture sizes or am I missing something else. I'm new to windows seven and multi-processors, I've tried running various window compatibilities and run as admin with no avail. I'm not using steam for kingdoms and the game is installed outside the program directory.
    Last edited by alleycat; October 17, 2012 at 10:51 PM.

  2. #2

    Default Re: Advice on graphics/model stress with higher poly texture sizes

    It's the excessive poly's, the bigger textures just take longer to load the battlemap. The more high poly models and units you have on the field the more likely you are to get a crash. If you select 20 units of these V's 20 units with max soldier size per unit, the battle probably won't load at all. As far as I'm aware, M2 only use's a single core regardless of you build type.

  3. #3

    Default Re: Advice on graphics/model stress with higher poly texture sizes

    Thanks for the reply Eothese, I'll trim the fat on the models. I'm very glad I don't have to resize the UV maps. You are correct that the battle even won't load with 20 unit(10 on each side)

    Edit :It turned out to be some funky dds to texture conversion problem afterall. my computer is handeling the models fine, but will trim down a bit anyways, thanks again
    Last edited by alleycat; October 15, 2012 at 11:46 AM.

  4. #4

    Default Re: Advice on graphics/model stress with higher poly texture sizes

    Okay I get the dunce cap. wasted atleast 10 hours over a gom/goat converter issue. I've gotten so used to weird stuff I grow mod blinders. Though the new computer handled the error way better than I was used to seeing since I was getting deep into and sometimes through battle without a crash. Anyways converted the model back and forth with GOM, problem solved.

  5. #5
    BM309K58SMERCH's Avatar Centenarius
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    Default Re: Advice on graphics/model stress with higher poly texture sizes(solved)

    I seem to have similar problems. I get crashes mid-battle as well. Mostly due to my fully custom models if i'm not wrong, which I believe is a bit too high in vertex/poly/triangle count. Although it is only 1804 vertices and 2406 triangles (the first screenshot), and 2094 vertices and 3278 triangles in total (the second screenshot).
    What is the optimal vertex/poly/triangle count for a unit model? Please don't tell me to check a vanilla model and compare, I want somebody's personal experience.

    Sometimes the models ingame work perfect, texture, animations, everything. But the weapon (which is custom also) uses the texture of the Figure instead of Attachments, despite me already assigning the weapon in MS3D to Mat:Attachments, and specifying where the texture is located in BMDB. Any help?
    Two examples:
    Spoiler Alert, click show to read: 










    The weapon in the second picture is about 800 triangles. Great lag/freezing with only 3 of the same unit, let alone a full army of them.

  6. #6

    Default Re: Advice on graphics/model stress with higher poly texture sizes(solved)

    My huge models are running fine and are much larger than yours and are very sloppy(I will clean them later) as I'm using a cube modeling approach I picked up looking at bioware work. In my case I mixed converters cause I was working on a model for a long time and forgot which model converter I started with. If you use Goat try converting model back and forth with goat or the same with gom. I've also had issues with stray vertex, corrupted texures, and improper animation assignments under soldier_type in the edu, which can also cause these issues. It is probably the first one(converter mix up). check out these 2 threads for more info and work your way through the model.
    http://www.twcenter.net/forums/showthread.php?t=538104
    http://www.twcenter.net/forums/searc...archid=9021804
    Last edited by alleycat; October 21, 2012 at 01:59 PM.

  7. #7

    Default Re: Advice on graphics/model stress with higher poly texture sizes(solved)

    Personal experience; a unit of 20 early_general_normans_king_lod0.mesh caused me a ctd on loading a few years back, so maybe pc specs play a part in this.

  8. #8
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Advice on graphics/model stress with higher poly texture sizes(solved)

    Our units have an average of :
    18300 triangles
    12300 vertices.
    We use 1024x1024 textures sheets with high detail.
    So far our tests have not show a loading or ctd problem in custom or campaign battles.
    Remember that some players use 2048x2048 texture size but that only "loaded" more the pc.
    Remember that the texture sheets (attachment,figure and their normal ones)must have the same size.
    If one of them has other dimensions then you may have:
    Invisible units
    Possible ctd
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  9. #9
    BM309K58SMERCH's Avatar Centenarius
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    Default Re: Advice on graphics/model stress with higher poly texture sizes(solved)

    Quote Originally Posted by Eothese View Post
    so maybe pc specs play a part in this.
    Oh no! I think it does play a part. My laptop is old and weary (it's only 2007 w/ATI Radeon 4350) and it has only 13GB left out of 222GB. Woe is me. And I'm aspiring to develop a mod all alone. What a terrible revelation.
    I'll have to do something about this then. Thank you for your answer.

    Quote Originally Posted by alleycat View Post
    I've also had issues with stray vertex
    Can you explain more about this point? It might be the answer to my ctd problem...

  10. #10
    BM309K58SMERCH's Avatar Centenarius
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    Default Re: Advice on graphics/model stress with higher poly texture sizes(solved)

    I need a little explanation about the stray vertex problem. I'm becoming hysterical.

  11. #11

    Default Re: Advice on graphics/model stress with higher poly texture sizes(solved)

    its just a vertex not connected to a poly. such a thing should be locatable on a model your size. Often it is the result of modeling your own stuff in milkshape or deleting parts of a model. I'd take it into lith unwrap, clean it, export as object, and start over with comments and assignments in milkshape. Or you could just send it to me. fresh eyes are often the fastest solution.

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