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Export Poly Limit?

by Frank Phurta · in Artist Corner · 10/09/2006 (12:48 am) · 3 replies

I'm new to exporting from Blender (heck, new to Torque in general ) but I seem to have run into what looks like a bug. After having done quite a bit I have decided that the exporter doesn't like meshes with more than about 5460 double sided polys, or 10898 single sided polygons. I have only tested with static meshes. Maybe this is an intentional limit? Maybe someone with more experience can shed some light on this? Anyway, thanks for taking a look.

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#1
10/09/2006 (4:59 am)
Frank,

Yep, you've hit the limit. From what I've heard, it's an issue with all of the Torque exporters, rather than the Torque Game Engine. I've also heard that the newer exporters for 3DSMax and XSI won't have this problem. Anyway, 10,000 tris usually causes big problems with meshes. Your best bet is to break your models apart into smaller sub 10k chunks.
#2
11/03/2006 (10:13 pm)
Another way to get around that problem is if you can't break down the model into less polygons, one work around is to break the model up into many pieces like Aaron Ellis said and if you want control on them, try mounting them together in Torque. This way you can move the whole chunk instead of having to work with many seperate chunks.
#3
11/04/2006 (4:27 am)
Keep in mind that there is a limit in the DTS format as to how many vertices can be referenced in a single mesh. This is due to the indices list using 16bit integers, which have a range from 0-65536.
(You could change this to 32bit, but then you would effectively double the size of the indices list, which wouldn't fare well for the size of your dts file)

Apart from that, most of the variables are 32bit integers, so there is not so much of an issue.
There are no enforced limits in the blender exporter, except when it comes to writing out the dts.

In any case, i would keep your vertex count per mesh down. This is especially important if you are using skinned meshes (influenced by more than one bone) - torque uses software skinning, so the more verices in your mesh, the more load you are going to put on the cpu every frame.