Quote:
Originally Posted by keltos01
tried... gave the same screen...
first time ever this happened to me !
keltos
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I've already replied to Keltos in pm a week ago, but the game is limited to 65K (65536) uv indices per model. Depending on how good the uv-map can be compressed, this equates to a similar amount or more number of texture coordinates, but there's no rule here.
The solution is to break up the model into two or more parts... This is recommended anyway, because the bigger a model, the more CPU/GPU power is needed to be rendered, as opposed to having the same model in 10 submodels. Clipping a model, computing a bounding box, lighting computations, hitzone/intersect calculations, running it through a shader, etc, all can usually be done faster on several smaller models...