How to use Truly Huge Models in Torque
by John \"Johnny Action\" Aho · 03/22/2004 (4:16 am) · 4 comments
I found a way to use really big poly models in Torque. Whether or not this is a good Idea, I leave up to you. I made a big model in 3ds max that had a dts size of 505kb and it would crash in Torque but not in model viewer. This is how you tweak the engine to get around this.
Workaround for error message: TS::integerset::test.h @ line 91
Could not access memory.
In tsIntegerSet.h change
to
If you keep getting the same error message up the number higher.
Workaround for error message: TS::integerset::test.h @ line 91
Could not access memory.
In tsIntegerSet.h change
#if defined(TORQUE_MAX_LIB) #define MAX_TS_SET_DWORDS 32 #else #define MAX_TS_SET_DWORDS 6 #endif
to
#if defined(TORQUE_MAX_LIB) #define MAX_TS_SET_DWORDS 100 #else #define MAX_TS_SET_DWORDS 100 #endif
If you keep getting the same error message up the number higher.
#2
03/25/2004 (4:53 pm)
I think the issue about model size is more about -col polys than basic non -col polys. Correct me if I'm wrong.
#3
03/27/2004 (2:39 pm)
As much as I like the idea of being able to use such a rediculously high poly model... I think it would lag up the game out of playablility. Oh, and is this DTS or DIF we are talking about here?
#4
03/27/2004 (10:00 pm)
lag is and has always been a network term, models have nothing to do with networking so it would be impossible for a large model to cause "lag".
Torque Owner Stefan Lundmark