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Help]ERROR: "too many details for mesh" [Help

by Elise Hartzell · in Artist Corner · 06/29/2007 (3:00 am) · 6 replies

I keep getting this error when trying to export to .dts =(

"too many details for mesh"

I know it means that my file is too big or is too details (Which it does).

Is there a easy way to fix this, instead of making my model, lets say worse.
Like, modifying the .dts exporter? Any way?

If someone could tell me how to fix this that would let me continue my project =)

Thanks for reading.

#1
06/29/2007 (4:21 am)
I think it means details as in the "detail markers" and such... did you name your meshes appropriately and add the detail nodes?

How many polygons is the mesh? Got a screenshot?
#2
06/29/2007 (5:23 am)
I'll post a shot if you would like. mesh names are fine (I fixed that from before), and the nodes r fine, but the model is not just 1 object. It's 64 objects, its a mesh.

Polys: 81,284
verts: 41,029
#3
06/29/2007 (8:37 am)
I don't believe you are able to export that much polygonal data into a DTS shape. The upper count for polygons is roughly about 20,000 (give or take).
#4
06/30/2007 (5:49 am)
Yes, I know, but its there a way to make it stand more than 20,000? Modifying the exporter somehow?
#5
06/30/2007 (8:34 am)
As it stands, I believe it's a limitation for both the exporter and the actual dts tech in the engine.

Even if it were possible after modification, there's a chance the engine would bottleneck and chug trying to render that complex of a model with all the other objects in a scene.
#6
07/02/2007 (3:37 pm)
I know of a team that modified the DTS exporters and the engine to support some massive polygon data. What they wanted to do was build custom levels inside of their 3D application of choice and then use PhysX polysoup to handle the collision data (something that the stock TGE and TGEA solutions just didn't fit well for them). It did take them a couple of weeks to get this going but they were able to successfully push the polygonal limit up a fair notch or two within Torque, but for most teams this is soemthing thats not really feasible.