Softimage crashes when exporting .msh
Moderator: Moderators
-
- Private Recruit
- Posts: 19
- Joined: Fri Feb 16, 2018 12:19 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Contact:
Softimage crashes when exporting .msh
I dont know why but softimage crashes every single time I try to export a rigged model as .msh, I followed all the video tutorials and I did everything right, there are no crash logs it just freezes up.
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Softimage crashes when exporting .msh
How many polygons and vertices?
-
- Private Recruit
- Posts: 19
- Joined: Fri Feb 16, 2018 12:19 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Contact:
Re: Softimage crashes when exporting .msh
44,421 polys
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: Softimage crashes when exporting .msh
Yeah, you've blown the max out of the water. Break that model up into at least 5 or 6 pieces. If it's a player model do some polygon reduction.
-
- Private Recruit
- Posts: 19
- Joined: Fri Feb 16, 2018 12:19 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Contact:
Re: Softimage crashes when exporting .msh
I just gave it time to export and it worked but yeah I want the polys to stay untouched, I just need to be more patient
EDIT
Also how do I export textures with my mesh? When I look at the model in game it's all black but in softimage i have a texture assigned to it
EDIT
Also how do I export textures with my mesh? When I look at the model in game it's all black but in softimage i have a texture assigned to it
- Oceans14
- Command Sergeant Major
- Posts: 296
- Joined: Mon Apr 27, 2015 7:09 pm
- Projects :: Athenova Campaign
- Location: Planet 4546b
Re: Softimage crashes when exporting .msh
Did you texture the model by following one of the tutorials on here? Is the texture in the same folder as the .msh file and is the texture in the .tga format?
Also, I'm not completely sure of this since I haven't tested it myself, but a model with that many polys might cause problems in the editor and/or ingame - if you're sure you textured the model properly for swbf2, then I'd at least try out what Teancum suggested and break the model up, just to see if texturing works with a less intense model.
Documentation suggests:
Also, I'm not completely sure of this since I haven't tested it myself, but a model with that many polys might cause problems in the editor and/or ingame - if you're sure you textured the model properly for swbf2, then I'd at least try out what Teancum suggested and break the model up, just to see if texturing works with a less intense model.
Documentation suggests:
Props - 0 - 500 polys
Buildings - 200 - 3000 polys (the higher end of this spectrum represents large buildings with large interiors)
Vehicles - 1500 - 2000 polys
Characters - 1500 - 2000 polys
-
- Private Recruit
- Posts: 19
- Joined: Fri Feb 16, 2018 12:19 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Contact:
Re: Softimage crashes when exporting .msh
i don't know if im following the tutorial correctly but i used a low poly version of the model, and applied the texture, but the model came up invisible