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Softimage crashes when exporting .msh

Posted: Mon Sep 30, 2019 10:47 pm
by DieuDeGlace
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.

Re: Softimage crashes when exporting .msh

Posted: Wed Oct 02, 2019 4:40 pm
by Marth8880
How many polygons and vertices?

Re: Softimage crashes when exporting .msh

Posted: Wed Oct 02, 2019 6:01 pm
by DieuDeGlace
44,421 polys

Re: Softimage crashes when exporting .msh

Posted: Wed Oct 02, 2019 7:44 pm
by Teancum
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.

Re: Softimage crashes when exporting .msh

Posted: Thu Oct 03, 2019 2:24 am
by DieuDeGlace
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

Re: Softimage crashes when exporting .msh

Posted: Fri Oct 04, 2019 11:07 am
by Oceans14
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:
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

Re: Softimage crashes when exporting .msh

Posted: Fri Oct 04, 2019 7:46 pm
by DieuDeGlace
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