Why can not I embed to Trespasser model with more than 2048 triangles?


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It is the limit of Trespasser. You can with CE use models that is a bit higher (~3000 I believe) but there is still a max amount of overall triangles the game can load.Melber wrote:Greetings.!
Why can not I embed to Trespasser model with more than 2048 triangles?It's a tool problem GeomAdd? or the Trespasser engine limitation.
Yes - you should also keep in mind that no matter how good your hardware might be, Trespasser's engine will always bottleneck your system. You can increase the amount of memory Tres is allowed to use by running the 4GB patcher on the .exe, but again this only goes so far.Draconisaurus wrote:It's important to still pay attention to the limits, both original and increased, so as to yield a level which will still run smoothly on computers.
3072. I wonder why he didn't double it from 2048 to 4096, though... that's only a 50% increase and it's NOT a power of 2, which is odd.TheIdiot wrote:What tatu said is correct - CE increases the triangle limit per-mesh to a tested limit of 3071 (possibly more - up to 4096, perhaps?)
I think it's actually 3071, not 3072. I seem to recall a mesh with 3072 crashing the game which worked when I removed 1 face, but I could be wrong there.machf wrote:3072. I wonder why he didn't double it from 2048 to 4096, though... that's only a 50% increase and it's NOT a power of 2, which is odd.TheIdiot wrote:What tatu said is correct - CE increases the triangle limit per-mesh to a tested limit of 3071 (possibly more - up to 4096, perhaps?)
Can't a wall have an animated texture, like how some of the anim effects were used in TC-Isle? Or is that feature restricted to ATX?machf wrote:No, not really.
Code: Select all
ValueTable for instance 1878 "DLight_IngenLab" :
group DLight_IngenLab = {
string Class = "CLightDirectional"
bool Visible = false
}